A whole page discussing the virtues of Go by insulting people.
A whole page discussing the virtues of Go by insulting people.
Besides, while the language itself may be more verbose than it could be, the standard library is extremely pragmatic and terse. It's like the opposite of the standard C++ library. E.g. to see if a string starts with another string in C++:
std::mismatch(prefix.begin(), prefix.end(), toCheck.begin()).first == prefix.end()
In Go: strings.HasPrefix(toCheck, prefix)
The Go standard library is full of things that do exactly what you want them to, whereas in other languages you have to manually do it yourself.In reality, these two methods do completely different things. `std::mismatch` is a completely generic algorithm that 'returns the first mismatching pair of elements from two ranges', which can be used for much more than `strings.HasPrefix`.
Sorting a slice is a pretty obvious counterexample.
No.
Python: toCheck.startswith(prefix)
JavaScript: toCheck.startsWith(prefix)
Haskell: prefix `isPrefixOf` toCheck
What other languages does Go compete with that don't have a "string starts with" in their standard library.
Since I feel I've proven my point about all other languages Go competes with having this function, what other helpful functions do you think Go has that it's competitors do not?
to see if a string starts with another string in C++
As others have pointed out, while a person could use std::mismatch
C++'s std::basic_string type has a compare method. So, the Go example you presented: strings.HasPrefix(toCheck, prefix)
Could be expressed in Standard C++ as: toCheck.compare (0, prefix.length (), prefix) == 0; toCheck.StartsWith(prefix)
Meanwhile in Golandia, this is still an issue:https://github.com/golang/go/issues/16721#issuecomment-24015...
...and I haven't felt this kind of pinch when using C#, ever. But what do I know? I'm just a .NET wage-slave pleb who's too mentally handicapped to see Go's glory.
Don't pretend that there aren't things in C# that are better in Go.
And I agree, the min/max thing is stupid. I never said Go was perfect.
I like generics and the things that come with it, like LINQ and manipulating abstract collections in a type-safe manner, thank you very much :)
Most languages which provide a reduce() permit programmers to provide an initial "carry-in" value. This is a neater and more useful way to handle the cases of a zero- or one-element list. Moreover, it lets you do more interesting things with the reduction. Consider the following, using ES6-style JavaScript to collect a set of the unique values of a list via reduce():
function unique(list) {
return list.reduce(function (sofar, item) {
if (!sofar.includes(item)) { sofar.push(item); }
return sofar;
}, []);
} func unique(list []int) (r []int) {
for i := range list {
if !includes(r, i) {
r = append(r, i)
}
}
return
} function unique(list) {
return list.reduce((r, i) => r.includes(i) ? r : r.concat(i), []);
}
Clearer? I dunno; probably depends on the reader's background and preferences.Perhaps an example of where map/reduce is a significant improvement to the expressiveness would be appropriate for the discussion?
The basic idea:
Take all the players, and all the buildings.
Filter out those that aren't enemies.
Filter out those that are currently invincible.
Transform that into a list of actual points in worldspace- the hitboxes for players, the AABB centers for buildings. (Not all player models have the same hitbox count.) Unless we are holding a weapon that does splash damage- then go for the feet on players (their origin). And if we hold a projectile weapon, do prediction based on the player's velocity.
Now transform each point into a 2-tuple (position, score), based on some heuristics implemented in another function.
Do a raycast to each point. Filter out those that can't be hit.
Take the point with the highest score, if there is one, and set our viewangles to aim at it. Otherwise leave them alone.
The actual implementation of this looked something like this:
let target = get_players().chain(get_buildings)
.filter(|e| are_enemies(me, e))
.filter(is_vulnerable)
.flat_map(entity_to_scored_aimpoints)
.filter(|(score, point)| trace(me_eyes_predicted, point).fraction > 0.999)
.max_by(|(score, point)| score);
if let Some(target) = target {
aimray = target - me_eyes_predicted;
viewangles = vector_to_angles(aimray);
}
(Note that max_by is just a special case of reduce/fold; in my experience, you rarely want to use reduce directly; there's probably a more ergonomic wrapper. Sometimes you do, though.)To me, that's pretty readable (stuff specific to the game aside, like the trace.fraction ugliness- fraction is "how far" the trace got before hitting something, 1.0 meaning there's nothing in the way. the comparison is to handle some floating-point inaccuracy there), and handles some really annoying cases properly.
Suppose that you have a bunch of things implemented using map or filter. When someone writes parallelized versions of map and filter, all of the existing code gets the benefits.
Now suppose you have a bunch of basic functions implemented using reduce (sum, product, min, max, reverse, ...). Can these be parallelized? Yes - by throwing away the 'reduce' implementation, and starting from scratch.
The problem with reduce, compared to its more useful cousins map and filter, is that it is too powerful. Map and filter are more limited than reduce, but if you can express your computation in terms of maps and filters, you get something valuable in return. If you can express is in terms of reduce, you save a few keystrokes, and that's about it.
For anyone interested in this kind of stuff, I recommend Guy Steele's talk "Organizing Functional Code for Parallel Execution; or, foldl and foldr Considered Slightly Harmful": https://vimeo.com/6624203
And using these names, I would say that preduce seems much more useful to me than reduce.
For the compiler this makes optimization easier. For the reader it makes reading easier after learning what these recursion primitives do.
It is also less code, meaning less room for bugs.