The C-family of languages is a pretty large group. It could be discussed which language is fit and which don't but I think it's worthwhile including the languages: C, C++, Objective-C, Java, D, C#.
First we got C++ which is trying to extend C into an object oriented language by taking inspiration from Simula. And then came Objective-C which took a more dynamic approach to object oriented programming and tried essentially to embed smalltalk in to C.
Years later we got Java which try to retain the simplicity of Objective-C compare to C++ but give it a more C++ looking syntax. C# tried to create better Java by using the basic ideas of Java but allow more the power of C++.
And right in the middle there comes D and tries to be what C++ should have been, or rather could have been if we could throw the nasty bits out.
A lot has been centered around C++, and I feel Go is about going back to the roots. Go feels a lot more like C:
- Fairly simple and clean language. Compared to C++ with its huge feature list
- No inheritance
- No classes
- No constructors and destructors. No RAII
- You just allocate structs. No code is run like on C++. Like C you have to create separate initialization functions
- The standard library is very similar to the C standard library. The way you deal with IO, strings etc, feel much more like C than C++
- In C++ structs are not just simple structs. They can contain invisible fields you didn't explicitly put there like a vtable. In Go structs are just like C structs. There is no vtable
Unlike Java and C# there is no virtual machine. However like those and unlike C++ if a crash happens you are not left in the cold. You get a stack backtrace on the console. In this respect Go is more in the C++ and D camp than in the Java and C# camp. While Java, C# and D have been about trying to keep the basic ideas from C++ and fix them, Go seems to be more about getting duck typing like found in languages like Python, Ruby into the C-family. Or perhaps one could say the designer skipped the whole class and inheritance thing and looked at all the great stuff done with C++ templates which essentially gives compile time duck typing and decided that was a model on to witch Go's dynamic dispatch should be built on
Benefits of Go's interface type
Go doesn't use inheritance but achieve much the same through interfaces. However interfaces have some benefits over the traditional approach I'd like to highlight. Below I am showing two code examples illustrating a struct or class B with a corresponding interface name A.
struct A {
virtual int alfa(int a) = 0;
virtual int beta(int b) = 0;
};
struct B : public A {
int alfa(int a);
int beta(int b);
int d;
};
int B::alfa(int a) {
return d + a;
}
int B::beta(int b) {
return d + b + 3;
}
Below is the Go version of the code above:
type A interface {
alfa(a int) int;
beta(b int) int;
}
type B struct {
d int;
}
func (m B) alfa(a int) int {
return m.d + a;
}
func (m B) beta(b int) int {
return m.d + b + 3;
}
In C++ we can call the methods defined on the struct B through its interface A like this:
int x, y;
B b;
b.d = 3;
A *a = &b;
x = a->alfa(1);
y = a->beta(2);
Likewise in Go:
var x, y int;
b := B{3};
var a A = b;
x = a.alfa(1);
y = a.beta(2);
On the surface this looks very similar but there are some notable differences. In C++ the inheritance hierarchy can be arbitrarily deep and so dynamic dispatch is dependent on traversing a vtable on a class to its superclass on so on until the correct implementation is found. In Go there is no inheritance tree, so each method will be accessed as if a single function pointer. In this way Go is more similar to how you typically create some kind of polymorphism in C. In C it is common to define structs with lists of function pointers, which are changed depending on type etc.
The other difference is that if you change the code on Go to this:
var x, y int;
b := B{3};
x = b.alfa(1);
y = b.beta(2);
Then the calls are resolved statically. There is no function pointer lookup, simply because there are no virtual functions in Go. If you call a method on a struct in Go, the compiler knows exactly what method you are calling.
However if you change the code in C++ likewise, you are still making a virtual method call. To be fair in some cases the compiler can figure out the right method call. But the bp pointer could have been passed around and you can't know if it points to a subclass of B or not. With Go, this problem doesn't exist since structs don't have subclasses, making the job much easier for the compiler.
int x, y;
B b;
b.d = 3;
B *bp = &b;
x = bp->alfa(1);
y = bp->beta(2);
Better consistency in type system
Having methods on structs be statically resolved also makes it trivial to support methods on basic types like ints and floats. Something which isn't possible in C++ or Java. The reason that isn't possible is because ints and floats don't have vtables. While in Go you don't need a vtable to have methods, so it is not a problem. In my view this blurs the distinction between basic types like ints and objects which are e.g. in Java two clearly different things. That is a good thing since it creates better consistency. There are less special cases.How to deal with missing features in Go
A lot of people will probably complain about all those C++ not found in Go. E.g. without constructors and destructors how does one handle resources safely through RAII? Go doesn't really need RAII because it has closures. That is used extensively in e.g. Ruby to get the same benefits. E.g. here is some code I wrote that opens a file, reads one line at a time and closes the file.
ReadLines("struct-template.h", func(line string) {
fmt.Printf(doStuffWithLine(line));
})
The ReadLines function was implemented like this:
func ReadLines(file_name string, fn func(line string)) {
file, err := os.Open(file_name, os.O_RDONLY, 0);
defer file.Close();
if file == nil {
fmt.Printf("can't open file; err=%s\n", err.String());
os.Exit(1);
}
in := bufio.NewReader(file);
for s, err := in.ReadString('\n'); err != os.EOF; s, err = in.ReadString('\n') {
fn(s)
}
}
Which shows another way to deal with RAII. One can use defer which will call method after defer when function goes out of scope.
Exceptions are not present in Go either but you can mimic the kind of error handling you do with exceptions by using multiple return values were one signals error and use the named return value feature.
func ProcessFile(file_name string) (err os.Error) {
file, err := os.Open(file_name, os.O_RDONLY, 0);
// ...
return;
}
In the simple example above err will automatically be bound to the return value. So if the function didn't handle the error returned in err it will be automatically propagated to the calling function.