Nil in Go is typed in theory and sort of untyped in practice
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In general, you really haven't got much reason to be worried about something's "interface type", because if you're really worried about something's "type" (which can happen) you are almost certainly worried about it's "concrete type". The only interesting thing you can ask about the interface type directly would be "Does the value inside this interface implement this interface?", and the answer is statically yes, the compiler assured that, and the interface type is statically assured at runtime, so it's not a very interesting question. Even if fmt added a way to "see" the interface type passed in, I can't imagine what it would be useful for, because it could only ever be:
var x SomeInterfaceType
// some number of lines of code
fmt.Printf("%I\n", x)
which would statically print "SomeInterfaceType".So, I mean, it's not like anything said in that blog post is false necessarily, but if you're collecting reasons to hate on Go's nil handling, there's no real justification in adding this to your list. I'd also add that I answer newbie questions a lot on Reddit, and nothing even remotely like this has ever come up there, either.
Being able to determine if a value that implements an interface is nil or not would really be nice.
Like 0 or "", nil is untyped. Go has both typed and untyped constants. 0 also is untyped, which is why you can write x==0 regardless of whether x is an int32 or an int64.
Unlike 0 or "", nil does not have a default type. The default type of a constant is the type that it is implicitly converted to when a type is required. For example, "x := 0" declares a new value x with the value 0, but 0 is untyped. Untyped integer constants have a default type of int, so x is given the type int.
Since nil does not have a default type, it's an error to write "x := nil".
You can declare a typed constant with the value 0 or nil. int32(0) is a constant with type int32 and the value 0. (* int32)(nil) is a constant with the type pointer-to-int32 and the value nil.
Variables of an interface type can hold any value that satisfies the interface. For example, a value of type io.Reader can hold any value that has a Read method with the appropriate signature.
The common confusion about nil occurs because you can compare an interface value to a non-interface value.
var b *bytes.Buffer // b is a variable with type *bytes.Buffer
var r io.Reader // r is a variable with type io.Reader
r = b // r now holds a value with type *bytes.Buffer and value nil
b == nil // true: b is nil
r == b // true: r and b are equal
r == (io.Reader)(nil) // false: r is not a nil io.Reader
r == (*bytes.Buffer)(nil) // true: r contains a nil *bytes.Buffer
r == nil // false: r is not a nil io.Reader
The confusing part is that last line. How can r not be nil, when it contains a nil value? And the reason is hopefully apparent from the previous two lines: It depends on the type of "nil".Whether you find this a wart in the language or not, this is not a case of nil being either typed in theory or untyped in practice. The predeclared identifier "nil" is an untyped constant.
So it feels like you're trying to draw some distinction here that is like, "look, nil isn't really that special - there's groups A and B, and the core confusion is people think nil is in group A while the truth is in it's group B." And it's true, Go has both typed and untyped constants.
But as far as I know, nil is the only untyped constant without default type. So "group B" is still just nil, and nil remains a sui generis source of confusion in Go.
It seems the root problem is that interfaces and concrete values occupy the same semantic positions. But that's way too hard a problem to fix; if I had a magic wand to update all existing code I'd probably just have `== nil` on an interface check for both kinds and try to rescue transitivity.
If you are looking for the perfect language may I suggest Forth on a Z80? Otherwise there's going to be a pile of shit hiding somewhere.
1) The language lacked hindsight in its domain because there wasn't a ton of prior art (C)
2) The language didn't have enough foresight put into it (JavaScript)
3) The language's modern usage has drifted significantly far from its original usage (Java)
Python is an example of a language people use that doesn't suffer from #1 (thanks to Perl and friends), doesn't really suffer from #2 (at least, Python 3) and doesn't (yet) suffer too badly from #3. It has plenty of flaws and limitations, but not in its foundation. The core language primitives are rock-solid.
#1 doesn't apply to Go, and it's not old enough for #3 to apply. So that seems to only leave #2.
(I should add that this doesn't make a language completely invalid or useless. I use (and even like!) JS despite its flaws; in fact I prefer it to Python overall, mostly due to the ecosystem. It's just disappointing to see issues of type #2, because they seem so avoidable.)
Your C example is also not convincing. Lisp and Algol were already strong contenders at the time. People chose C because they needed a fast and close to metal language to create their own operating system for mainframes. It was a hack just like your category 2. Still, it's a great language.
> It's pointless discussing this
I don't see how the first implies the second. This is a programming forum; it's good to discuss and debate the specifics of these things.
C may not have been the best example of the category, but I think the category stands. Rust for example, much as I love it, is exploring uncharted territory. I wouldn't be surprised if 10 years from now we have ownership-based languages that are much easier to use, simply because lessons will have been learned by that point. Arguably Java's OOP fundamentals are not as good as C#'s because Java had to explore that territory first (setting aside technicalities about what the term "OOP" really means). Etc.
I'll recommend Reddit's r/ProgrammingLanguages, as well as Scott's Programming Language Pragmatics as a reading instead. It's not fully up-to-date but I found the comparisons of features and their trade-offs in it fascinating.
The whole "confused about nil interface vs. interface containing nil pointer of some type", while I would contend has a root cause of improperly importing the idea from C++ that nil is automatically invalid when in fact it is perfectly valid in Go to call methods on nil and thus confusing "nil" with "invalid", is at least a cause of real bugs and real misunderstandings.
Since nil does not have a default type, it's an error to write "x := nil".
But not an error to write "x := 0"?
I've found thinking about nil too much in Go hurts or creates weird loops in my brain, so I just tend to worry about it when I'm dealing with interfaces or pointers. Everything else I'm looking at zero-values.
Then determining if something is nil could be done without thinking about it at all. nil would be nil would be nil. (Also, it would be illegal to put methods on nilType, of course.)
(Yes, I make my living writing go, and this would make my life easier. And no, in that case, don't allow x := nil.)
(Even the concept of 'the value of nil' is tricky in Go; I believe the specification only talks about things being comparable to nil or allowing nil to be assigned to them. The specification really goes to a lot of work to not treat nil as a value, exactly. I suspect that the Go spec authors really did not want a rerun of the C idea that the NULL pointer is '0' and has an all-zero value and so on.)
(I'm the author of the linked-to entry.)
In JS:
false == undefined => false
false == null => false
undefined == null => true a = 1
b = 2
c = 1
a == b => false
b == c => false
a == c => true
Is that surprising? Equality is transitive, inequality is not.Second, if you have to reach for old javascript "features" (or got forbid PHP) to defend a language you're in a bad, bad place.
Third, the broken equality is not something that's usually praised about javascript. In fact the first rule of javascript equality is that there is only one situation in which `==` is the correct operator: checking that something is null (because that avoids having to differentiate between null and undefined, papering over one javascript wart using another). In every other situation you want "strict" (===) equality.
A != B
A != C
B == C
...looks like valid logical statement, ie. A = 1, B = 2, C = 2: 1 != 2
1 != 2
2 == 2 A != B 1 != 2
A != C 1 != 3
B == C 2 == 3JS loose equality is intransitive, though; the standard example being:
'0' == 0; // true
0 == ''; // true
'0' == ''; // false type T int
const a = 0
var b T = a
var c interface{} = b
fmt.Println(a == b, b == c, c == a) // true true false
https://play.golang.org/p/YZ-0Ym5lJ7R > [] == []
false
> [] == ![]
true This condition will always return 'false' since the types 'never[]' and 'boolean' have no overlap.
...for `[] == ![]`. Which is ironic because it does return true, not false. However at least it flags an error!I wonder how much of weirdness is wiped out by linters/ts/etc.
Also see this minitalk (which actually gets some things wrong because of confusion on how the terminal interpreter behaves but is still amusing): https://www.destroyallsoftware.com/talks/wat
The first one he talks about is that [] + [] gives you "" (an empty string). I don't know what universe that makes sense in. [] + {} gives you {} back. Meanwhile {} + [] gives you 0. Yes, the order in which you add types that can't logically be added ends up giving you different incoherent answers. {} + {} gives you NaN.
One of the other sibling comments said that it was mostly implicit conversions, which I think is the underlying cause of most of these.
That's not to totally hate on Javascript, but the language could probably use fewer implicit conversions and more type errors. I struggle to think of a situation in which those outcomes are desirable, and it can cause extremely hard to follow stack traces. A JSON API returns a list of objects instead of a list of strings and now your types are screwed up in hard-to-follow ways.
{ }; +{}
If you put parentheses around it, or assign it to a value and then print that value then {}+{} isn't empty string.
In the same way a slice can contain one or more nil values without itself _being_ nil. A gift box containing nothing is not itself nothing.
> And the reason is hopefully apparent from the previous two lines: It depends on the type of "nil".It depends on the type of "nil".
Well, no. "r == nil" tests whether r itself is nil (i.e. the zero value of that interface type) which it is not. It contains b and is thus no longer nil. The type doesn't play a (large) role here. This misconception might be due to the fact that lots of types can be nil: slices, maps, channels, functions and (unfortunately) interfaces.
Nobody is astonished that a slice containing any sort of nils is not nil itself; that a buffered channel containing nils is not nil itself and that the constant function `func()*int { return nil }` is not nil itself either. Only for interfaces this poses a problem. If interfaces wouldn't be "nil" but lets say "zilch" than it would be evident that r != zilch.
We can likewise claim about C that "0 in C is typed in theory and sort of untyped in practice" because constant expressions of integer type that evaluate to 0 can serve as null pointers of any type:
char *p = 0; // no cast required
if (p == 0) ... // no cast required
time_t t = time(0); // fine
char *q = 1; // error; requires (char *) 1.
We can't think of this 0 as an object; it's just a source code token that provides a null pointer of the right type, which is statically obvious from the use.The only time it's a problem is in unsafe interfaces:
int old_style_string_fun();
int variadic_fun(char *first, ...);
old_style_string_fun(0);
variadic_fun("first", 0);
Here, the wrong type is inferred; the 0 just behaves like the ordinary constant of type int. A null pointer to char was intended, which requires (char *) 0 must be used.None of this challenges the fact that we can have a variable of type int, whose value is 0.
C is untyped in linkage: the combination of multiple translated units into a single program. All of the type checking in C translation happens within a single translation unit. The language standard makes no requirements regarding the retention of type information in the translated code.
An identifier declared as "double foo" in one translation unit at the file scope, as an external name, could be misused in another translation unit via "extern int foo". Similar reasoning applies to function arguments and structure definitions. We can easily write a program in which two translation units have a completely different idea about what is "struct foo", such that one creates a struct foo and passes a pointer to that into the other.
This could happen by accident, at least in the development environment even if the declaration is written in one place (a header file) and everything else includes it. How? Quite simply, the build system could have broken dependencies, and fail to recompile the second translation unit when a declaration has changed.
In practice, adherence to program organization conventions, additional diagnostics available in compilers, and reliable compiler-driven dependency generation fill this gap, though imperfectly. Plus related CI, QA and delivery practices, like never giving a build to testers or customers that was an incremental build from a developer's system; every officially tested build must be a clean rebuild.
There are related issues in the maintenance of libraries, which give rise to situations that dependent code simply will not and cannot be recompiled, so binary compatibility must be maintained.
What some people did, was to put methods on UndefinedObject to implement a "NullObject" pattern for their domain objects. Since everything is default initialized to nil, everything would just work.
The big downside of this, were beginners putting methods on UndefinedObject that they should not have. There's a thin line of conceptual understanding between a bit-bucket that hides errors from you, and a useful NullObject. Some people would call this a "dirty hack" for that reason.
It'd be nice to be able to do
type MyStruct struct {
ID int || nil
}
And have the compiler understand that the ID has to be either an int or nil, and to give me errors if I try to use it as an int without making sure it isn't nil.Apparently equality in Go is no longer transitive either...
There's a lot of rules in Go for what == does, and maybe there's something non-transitive in there, but I'd definitely need to see someone prove it on https://play.golang.org/ to be sure. Offhand I can't think of how to make one.
var b *bytes.Buffer
var r io.Reader = b
fmt.Printf("r == nil: %v; b == nil: %v; r == b: %v\n", r == nil, b == nil, r == b)
r == nil: false; b == nil: true; r == b: trueIf it's acting as a proxy it's confusing the specific way that some things get proxied and other things don't.
b2, ok := r.(*bytes.Buffer) equal := ok && b2 == b
There are 2 types of equality in JS, shallow (==) and 'strict' (===). It's fine because JS is a dynamic, weakly typed language.
Go isn't supposed to be.
Zero values behave the same as non-zero values in many aspects.
More read: nils in Go https://go101.org/article/nil.html
The facts that several kinds of type share the same zero value literal representation really confuse many new gophers, but this is hardly a problem when you get familiar with the design.
There are proposals to remove the new-gopher confusion.
* https://github.com/golang/go/issues/22729 use different zero identifiers for different kinds of type
* I remembered that there is a propsoal which propose using `null` for non-interface zero values but still using `nil` for interfaces. I couldn't find this issue now.