| <!-- Language Design FAQ --> |
| |
| <h2 id="origins">Origins</h2> |
| |
| <h3 id="history"> |
| What is the history of the project?</h3> |
| <p> |
| Robert Griesemer, Rob Pike and Ken Thompson started sketching the |
| goals for a new language on the white board on September 21, 2007. |
| Within a few days the goals had settled into a plan to do something |
| and a fair idea of what it would be. Design continued part-time in |
| parallel with unrelated work. By January 2008, Ken had started work |
| on a compiler with which to explore ideas; it generated C code as its |
| output. By mid-year the language had become a full-time project and |
| had settled enough to attempt a production compiler. In May 2008, |
| Ian Taylor independently started on a GCC front end for Go using the |
| draft specification. Russ Cox joined in late 2008 and helped move the language |
| and libraries from prototype to reality. |
| </p> |
| |
| <p> |
| Many others have contributed ideas, discussions, and code. |
| </p> |
| |
| <h3 id="creating_a_new_language"> |
| Why are you creating a new language?</h3> |
| <p> |
| Go was born out of frustration with existing languages and |
| environments for systems programming. Programming had become too |
| difficult and the choice of languages was partly to blame. One had to |
| choose either efficient compilation, efficient execution, or ease of |
| programming; all three were not available in the same mainstream |
| language. Programmers who could were choosing ease over |
| safety and efficiency by moving to dynamically typed languages such as |
| Python and JavaScript rather than C++ or, to a lesser extent, Java. |
| </p> |
| <p> |
| Go is an attempt to combine the ease of programming of an interpreted, |
| dynamically typed |
| language with the efficiency and safety of a statically typed, compiled language. |
| It also aims to be modern, with support for networked and multicore |
| computing. Finally, it is intended to be <i>fast</i>: it should take |
| at most a few seconds to build a large executable on a single computer. |
| To meet these goals required addressing a number of |
| linguistic issues: an expressive but lightweight type system; |
| concurrency and garbage collection; rigid dependency specification; |
| and so on. These cannot be addressed well by libraries or tools; a new |
| language was called for. |
| </p> |
| |
| |
| <h3 id="ancestors"> |
| What are Go's ancestors?</h3> |
| <p> |
| Go is mostly in the C family (basic syntax), |
| with significant input from the Pascal/Modula/Oberon |
| family (declarations, packages), |
| plus some ideas from languages |
| inspired by Tony Hoare's CSP, |
| such as Newsqueak and Limbo (concurrency). |
| However, it is a new language across the board. |
| In every respect the language was designed by thinking |
| about what programmers do and how to make programming, at least the |
| kind of programming we do, more effective, which means more fun. |
| </p> |
| |
| <h3 id="principles"> |
| What are the guiding principles in the design?</h3> |
| <p> |
| Programming today involves too much bookkeeping, repetition, and |
| clerical work. As Dick Gabriel says, “Old programs read |
| like quiet conversations between a well-spoken research worker and a |
| well-studied mechanical colleague, not as a debate with a compiler. |
| Who'd have guessed sophistication bought such noise?” |
| The sophistication is worthwhile—no one wants to go back to |
| the old languages—but can it be more quietly achieved? |
| </p> |
| <p> |
| Go attempts to reduce the amount of typing in both senses of the word. |
| Throughout its design, we have tried to reduce clutter and |
| complexity. There are no forward declarations and no header files; |
| everything is declared exactly once. Initialization is expressive, |
| automatic, and easy to use. Syntax is clean and light on keywords. |
| Stuttering (<code>foo.Foo* myFoo = new(foo.Foo)</code>) is reduced by |
| simple type derivation using the <code>:=</code> |
| declare-and-initialize construct. And perhaps most radically, there |
| is no type hierarchy: types just <i>are</i>, they don't have to |
| announce their relationships. These simplifications allow Go to be |
| expressive yet comprehensible without sacrificing, well, sophistication. |
| </p> |
| <p> |
| Another important principle is to keep the concepts orthogonal. |
| Methods can be implemented for any type; structures represent data while |
| interfaces represent abstraction; and so on. Orthogonality makes it |
| easier to understand what happens when things combine. |
| </p> |
| |
| |
| <h2 id="change_from_c">Changes from C</h2> |
| |
| <h3 id="different_syntax"> |
| Why is the syntax so different from C?</h3> |
| <p> |
| Other than declaration syntax, the differences are not major and stem |
| from two desires. First, the syntax should feel light, without too |
| many mandatory keywords, repetition, or arcana. Second, the language |
| has been designed to be easy to analyze |
| and can be parsed without a symbol table. This makes it much easier |
| to build tools such as debuggers, dependency analyzers, automated |
| documentation extractors, IDE plug-ins, and so on. C and its |
| descendants are notoriously difficult in this regard. |
| </p> |
| |
| <h3 id="declarations_backwards"> |
| Why are declarations backwards?</h3> |
| <p> |
| They're only backwards if you're used to C. In C, the notion is that a |
| variable is declared like an expression denoting its type, which is a |
| nice idea, but the type and expression grammars don't mix very well and |
| the results can be confusing; consider function pointers. Go mostly |
| separates expression and type syntax and that simplifies things (using |
| prefix <code>*</code> for pointers is an exception that proves the rule). In C, |
| the declaration |
| </p> |
| <pre> |
| int* a, b; |
| </pre> |
| <p> |
| declares <code>a</code> to be a pointer but not <code>b</code>; in Go |
| </p> |
| <pre> |
| var a, b *int; |
| </pre> |
| <p> |
| declares both to be pointers. This is clearer and more regular. |
| Also, the <code>:=</code> short declaration form argues that a full variable |
| declaration should present the same order as <code>:=</code> so |
| </p> |
| <pre> |
| var a uint64 = 1; |
| </pre> |
| has the same effect as |
| <pre> |
| a := uint64(1); |
| </pre> |
| <p> |
| Parsing is also simplified by having a distinct grammar for types that |
| is not just the expression grammar; keywords such as <code>func</code> |
| and <code>chan</code> keep things clear. |
| </p> |
| |
| <h3 id="no_pointer_arithmetic"> |
| Why is there no pointer arithmetic?</h3> |
| <p> |
| Safety. Without pointer arithmetic it's possible to create a |
| language that can never derive an illegal address that succeeds |
| incorrectly. Compiler and hardware technology have advanced to the |
| point where a loop using array indices can be as efficient as a loop |
| using pointer arithmetic. Also, the lack of pointer arithmetic can |
| simplify the implementation of the garbage collector. |
| </p> |
| |
| <h3 id="inc_dec"> |
| Why are <code>++</code> and <code>--</code> statements and not expressions? And why postfix, not prefix?</h3> |
| <p> |
| Without pointer arithmetic, the convenience value of pre- and postfix |
| increment operators drops. By removing them from the expression |
| hierarchy altogether, expression syntax is simplified and the messy |
| issues around order of evaluation of <code>++</code> and <code>--</code> |
| (consider <code>f(i++)</code> and <code>p[i] = q[++i]</code>) |
| are eliminated as well. The simplification is |
| significant. As for postfix vs. prefix, either would work fine but |
| the postfix version is more traditional; insistence on prefix arose |
| with the STL, a library for a language whose name contains, ironically, a |
| postfix increment. |
| </p> |
| |
| <h3 id="garbage_collection"> |
| Why do garbage collection? Won't it be too expensive?</h3> |
| <p> |
| One of the biggest sources of bookkeeping in systems programs is |
| memory management. We feel it's critical to eliminate that |
| programmer overhead, and advances in garbage collection |
| technology in the last few years give us confidence that we can |
| implement it with low enough overhead and no significant |
| latency. (The current implementation is a plain mark-and-sweep |
| collector but a replacement is in the works.) |
| </p> |
| <p> |
| Another point is that a large part of the difficulty of concurrent |
| and multi-threaded programming is memory management; |
| as objects get passed among threads it becomes cumbersome |
| to guarantee they become freed safely. |
| Automatic garbage collection makes concurrent code far easier to write. |
| Of course, implementing garbage collection in a concurrent environment is |
| itself a challenge, but meeting it once rather than in every |
| program helps everyone. |
| </p> |
| <p> |
| Finally, concurrency aside, garbage collection makes interfaces |
| simpler because they don't need to specify how memory is managed across them. |
| </p> |
| |
| <h2 id="unicode_identifiers">What's up with Unicode identifiers?</h2> |
| |
| <p> |
| It was important to us to extend the space of identifiers from the |
| confines of ASCII. Go's rule—identifier characters must be |
| letters or digits as defined by Unicode—is simple to understand |
| and to implement but has restrictions. Combining characters are |
| excluded by design, for instance. |
| Until there |
| is an agreed external definition of what an identifier might be, |
| plus a definition of canonicalization of identifiers that guarantees |
| no ambiguity, it seemed better to keep combining characters out of |
| the mix. Thus we have a simple rule that can be expanded later |
| without breaking programs, one that avoids bugs that would surely arise |
| from a rule that admits ambiguous identifiers. |
| </p> |
| |
| <p> |
| On a related note, since an exported identifier must begin with an |
| upper-case letter, identifiers created from “letters” |
| in some languages can, by definition, not be exported. For now the |
| only solution is to use something like <code>X日本語</code>, which |
| is clearly unsatisfactory; we are considering other options. The |
| case-for-visibility rule is unlikely to change however; it's one |
| of our favorite features of Go. |
| </p> |
| |
| <h2 id="absent_features">Absent features</h2> |
| |
| <h3 id="generics"> |
| Why does Go not have generic types?</h3> |
| <p> |
| Generics may well be added at some point. We don't feel an urgency for |
| them, although we understand some programmers do. |
| </p> |
| <p> |
| Generics are convenient but they come at a cost in |
| complexity in the type system and run-time. We haven't yet found a |
| design that gives value proportionate to the complexity, although we |
| continue to think about it. Meanwhile, Go's built-in maps and slices, |
| plus the ability to use the empty interface to construct containers |
| (with explicit unboxing) mean in many cases it is possible to write |
| code that does what generics would enable, if less smoothly. |
| </p> |
| <p> |
| This remains an open issue. |
| </p> |
| |
| <h3 id="exceptions"> |
| Why does Go not have exceptions?</h3> |
| <p> |
| Exceptions are a similar story. A number of designs for exceptions |
| have been proposed but each adds significant complexity to the |
| language and run-time. By their very nature, exceptions span functions and |
| perhaps even goroutines; they have wide-ranging implications. There |
| is also concern about the effect they would have on the |
| libraries. They are, by definition, exceptional yet experience with |
| other languages that support them show they have profound effect on |
| library and interface specification. It would be nice to find a design |
| that allows them to be truly exceptional without encouraging common |
| errors to turn into special control flow that requires every programmer to |
| compensate. |
| </p> |
| <p> |
| Like generics, exceptions remain an open issue. |
| </p> |
| |
| <h3 id="assertions"> |
| Why does Go not have assertions?</h3> |
| <p> |
| This is answered in the general <a href="go_faq.html#Where_is_assert">FAQ</a>. |
| </p> |
| |
| <h2 id="types">Types</h2> |
| |
| <h3 id="inheritance"> |
| Why is there no type inheritance?</h3> |
| <p> |
| Object-oriented programming, at least in the best-known languages, |
| involves too much discussion of the relationships between types, |
| relationships that often could be derived automatically. Go takes a |
| different approach. |
| </p> |
| <p> |
| Rather than requiring the programmer to declare ahead of time that two |
| types are related, in Go a type automatically satisfies any interface |
| that specifies a subset of its methods. Besides reducing the |
| bookkeeping, this approach has real advantages. Types can satisfy |
| many interfaces at once, without the complexities of traditional |
| multiple inheritance. |
| Interfaces can be very lightweight—having one or even zero methods |
| in an interface can express useful concepts. |
| Interfaces can be added after the fact if a new idea comes along |
| or for testing—without annotating the original types. |
| Because there are no explicit relationships between types |
| and interfaces, there is no type hierarchy to manage or discuss. |
| </p> |
| <p> |
| It's possible to use these ideas to construct something analogous to |
| type-safe Unix pipes. For instance, see how <code>fmt.Fprintf</code> |
| enables formatted printing to any output, not just a file, or how the |
| <code>bufio</code> package can be completely separate from file I/O, |
| or how the <code>crypto</code> packages stitch together block and |
| stream ciphers. All these ideas stem from a single interface |
| (<code>io.Writer</code>) representing a single method |
| (<code>Write</code>). And that's only scratching the surface. |
| </p> |
| <p> |
| It takes some getting used to but this implicit style of type |
| dependency is one of the most exciting things about Go. |
| </p> |
| |
| <h3 id="methods_on_basics"> |
| Why is <code>len</code> a function and not a method?</h3> |
| <p> |
| We debated this issue but decided |
| implementing <code>len</code> and friends as functions was fine in practice and |
| didn't complicate questions about the interface (in the Go type sense) |
| of basic types. |
| </p> |
| |
| <h3 id="overloading"> |
| Why does Go not support overloading of methods and operators?</h3> |
| <p> |
| Method dispatch is simplified if it doesn't need to do type matching as well. |
| Experience with other languages told us that having a variety of |
| methods with the same name but different signatures was occasionally useful |
| but that it could also be confusing and fragile in practice. Matching only by name |
| and requiring consistency in the types was a major simplifying decision |
| in Go's type system. |
| </p> |
| <p> |
| Regarding operator overloading, it seems more a convenience than an absolute |
| requirement. Again, things are simpler without it. |
| </p> |
| |
| <h2 id="values">Values</h2> |
| |
| <h3 id="conversions"> |
| Why does Go not provide implicit numeric conversions?</h3> |
| <p> |
| The convenience of automatic conversion between numeric types in C is |
| outweighed by the confusion it causes. When is an expression unsigned? |
| How big is the value? Does it overflow? Is the result portable, independent |
| of the machine on which it executes? |
| It also complicates the compiler; “the usual arithmetic conversions” |
| are not easy to implement and inconsistent across architectures. |
| For reasons of portability, we decided to make things clear and straightforward |
| at the cost of some explicit conversions in the code. |
| The definition of constants in Go—arbitrary precision values free |
| of signedness and size annotations—ameliorates matters considerably, |
| though. |
| </p> |
| <p> |
| A related detail is that, unlike in C, <code>int</code> and <code>int64</code> |
| are distinct types even if <code>int</code> is a 64-bit type. The <code>int</code> |
| type is generic; if you care about how many bits an integer holds, Go |
| encourages you to be explicit. |
| </p> |
| |
| <h3 id="builtin_maps"> |
| Why are maps built in?</h3> |
| <p> |
| The same reason strings are: they are such a powerful and important data |
| structure that providing one excellent implementation with syntactic support |
| makes programming more pleasant. We believe that Go's implementation of maps |
| is strong enough that it will serve for the vast majority of uses. |
| If a specific application can benefit from a custom implementation, it's possible |
| to write one but it will not be as convenient syntactically; this seems a reasonable tradeoff. |
| </p> |
| |
| |
| <h3 id="map_keys"> |
| Why don't maps allow structs and arrays as keys?</h3> |
| <p> |
| Map lookup requires an equality operator, which structs and arrays do not implement. |
| They don't implement equality because equality is not well defined on such types; |
| there are multiple considerations involving shallow vs. deep comparison, pointer vs. |
| value comparison, how to deal with recursive structures, and so on. |
| We may revisit this issue—and implementing equality for structs and arrays |
| will not invalidate any existing programs—but without a clear idea of what |
| equality of structs and arrays should mean, it was simpler to leave it out for now. |
| </p> |
| |
| <h3 id="references"> |
| Why are maps, slices, and channels references while arrays are values?</h3> |
| <p> |
| There's a lot of history on that topic. Early on, maps and channels |
| were syntactically pointers and it was impossible to declare or use a |
| non-pointer instance. Also, we struggled with how arrays should work. |
| Eventually we decided that the strict separation of pointers and |
| values made the language harder to use. Introducing reference types, |
| including slices to handle the reference form of arrays, resolved |
| these issues. Reference types add some regrettable complexity to the |
| language but they have a large effect on usability: Go became a more |
| productive, comfortable language when they were introduced. |
| </p> |
| |
| <h2 id="concurrency">Concurrency</h2> |
| |
| <h3 id="csp"> |
| Why build concurrency on the ideas of CSP?</h3> |
| <p> |
| Concurrency and multi-threaded programming have a reputation |
| for difficulty. We believe the problem is due partly to complex |
| designs such as pthreads and partly to overemphasis on low-level details |
| such as mutexes, condition variables, and even memory barriers. |
| Higher-level interfaces enable much simpler code, even if there are still |
| mutexes and such under the covers. |
| </p> |
| <p> |
| One of the most successful models for providing high-level linguistic support |
| for concurrency comes from Hoare's Communicating Sequential Processes, or CSP. |
| Occam and Erlang are two well known languages that stem from CSP. |
| Go's concurrency primitives derive from a different part of the family tree |
| whose main contribution is the powerful notion of channels as first class objects. |
| </p> |
| |
| <h3 id="goroutines"> |
| Why goroutines instead of threads?</h3> |
| <p> |
| Goroutines are part of making concurrency easy to use. The idea, which has |
| been around for a while, is to multiplex independently executing |
| functions—coroutines, really—onto a set of threads. |
| When a coroutine blocks, such as by calling a blocking system call, |
| the run-time automatically moves other coroutines on the same operating |
| system thread to a different, runnable thread so they won't be blocked. |
| The programmer sees none of this, which is the point. |
| The result, which we call goroutines, can be very cheap: unless they spend a lot of time |
| in long-running system calls, they cost little more than the memory |
| for the stack. |
| </p> |
| <p> |
| To make the stacks small, Go's run-time uses segmented stacks. A newly |
| minted goroutine is given a few kilobytes, which is almost always enough. |
| When it isn't, the run-time allocates (and frees) extension segments automatically. |
| The overhead averages about three cheap instructions per function call. |
| It is practical to create hundreds of thousands of goroutines in the same |
| address space. If goroutines were just threads, system resources would |
| run out at a much smaller number. |
| </p> |
| |
| <h3 id="atomic_maps"> |
| Why are map operations not defined to be atomic?</h3> |
| |
| <p> |
| After long discussion it was decided that the typical use of maps did not require |
| safe access from multiple threads, and in those cases where it did, the map was |
| probably part of some larger data structure or computation that was already |
| synchronized. Therefore requiring that all map operations grab a mutex would slow |
| down most programs and add safety to few. This was not an easy decision, |
| however, since it means uncontrolled map access can crash the program. |
| </p> |
| |
| <p> |
| The language does not preclude atomic map updates. When required, such |
| as when hosting an untrusted program, the implementation could interlock |
| map access. |
| </p> |