Maybe, but personally I've become quite tired of programming languages "organically grown" as opposed to properly designed the first time. After a good decade of C then C++, I found ANSI CL (despite being a massive compromise and unfinished) much more coherent and complete than both.
I know Go is justly criticized for many of its design decisions, but it still feels well-designed and "small" to me in day to day usage when many other languages don't.
Eh, the thing with generics coming late is pretty much what I meant by "organically grown".
My best litmus test these days is support for multidimensional arrays because it's always needed at some point in general purpose languages. CL and Ada had it right from the start while C++ needed C++23/26 to get std::mdspan and we still need to wrap it to pass the underlying/owned memory pool around (https://rosettacode.org/wiki/Multi-dimensional_array for more).
An array of arrays is an extremely inefficient and error-prone way to represent multidimensional arrays.
If I want a 1000x1000 array, representing it physically as a single 1000000-element array requires one allocation, and processing it element-by-element (assuming it's stored in the same order we're iterating over it) is sequential in memory and therefore very efficient.
Representing it as 1000 separate 1000-element arrays requires 1000 allocations, and pointer-chasing every time we move from one row to the next.
Isn't an array of arrays by definition the sequential implementation?
Otherwise you would have an array of pointers to arrays. The usage (syntax) for them would be the same but the performance would not be.
They also have different uses. You would expect an array of arrays to be an array of arrays which share the same length. For an array of pointers to an array you would expect dynamic length arrays contained within the original array.
Even in c++ could you not just define some int [1000][1000]foo? I've never really used C++ but my C knowledge assumption is that is 1000000 continuous elements.
I liked Objective-C (except the C parts). Such a breath of fresh air coming from C++ which was grown like a cancer with tons of features and you felt trapped by every one of them.
Objective-C in contrast was a very few additions thoughtfully added that composed cleanly and freed the programmer to actually get things done.
Scheme is (or at least was) coherent. You don't need to look any further than set/setf/setq to see that Common Lisp is "organically grown" from the fertilizer of a committee. CL does its best to make every other lisp more attractive.
I mean, good choice, but you see the point, right?
As much as ANSI CL has it's flaws, it has a standard, as much of a mixed bag it might be. Scheme is just a general potpourri of "we kinda have a guideline, but do whatever".
I would very much prefer scheme if the different implementations had a working standard. But I can't take my Chez-scheme code and throw it into Guile-scheme.
But pretty good chance I can take my ECL code and throw it into SBCL or LispWorks.
Bah, I think this debate was already old when I first saw people arguing it on comp.lang.lisp in the 90s. I don't have a dog in this fight other than to reject the notion that Common Lisp is "coherent" and not "organically grown".
The original Scheme belongs in the category of languages like Standard ML and SmallTalk, where a small, careful, and talented group designed them with focus. Common Lisp seems like a bunch of smart people with competing interest and legacy baselines tried to meet in the middle. To the extent CL is more pragmatic, it's another example of "Worse is Better".
Scheme has a coherent and minimalist design, but its ecosystem and abstraction facilities feel too sparse for large applications.
When I started building a Lisp-based machine learning framework, Guile seemed like the right choice because it provides GOOPS and generic functions, yet I still ended up with a lot of boilerplate to compensate for the lack of a strong type system.
Scheme feels to me like C is to C++: not ergonomic for large-scale application development. Go is one of those languages that has both minimalism and productivity.
It isn't realistic to expect a design to be "proper in first place" because requirements change; my opinion is indeed the opposite - I find it natural for programming languages to have a (sort of) lifespan, and for new ones to (sort of) take their place.
Sure but literally everyone and their mom said these features were needed and then Go team said "nuh uh!!!" But, as it turns out, they are needed because they solve real problems, and are not just fake complexity like some people strawman.
Hopefully next they can add some error handling syntax and controls.
I think Elixir is a good candidate here. It's small, coherent, and composes well, and (at least to my understanding) the authors consider the language finished, with no new major features planned.
That’s whataboutism - no language is perfect, but given when go released it’s fair to hold them to a higher standard than languages what were designed 25 years earlier.
As an aside - D, Zig, Rust, even typescript got most of the lessons learned from C right
And besides Rust's high count of RFCs, there are things like async (I'm not complaining about it, but its an obvious large-scale "change"), module system changes, etc.
(To be clear, I like both languages a lot. But I wouldn't call them slow moving or right from the start.)
D literally can't even maintain backwards compatibility between minor version updates not to mention a big part of the D community left when D reinvented itself with D2. Among languages it's probably the one that is constantly in a state of flux.
ANSI CL is such a breath of fresh air nowadays. Does what you need, doesn't get in your way, comes with batteries included. And conditions are just god-tier.
And to bring it full-circle, this is the exact same thing I run into with Go. When I mention how nice it is that Lang X has feature Y, someone is quick to point out that either, "You can BUILD that in Go" or, "You don't really need feature Y". We've proven that we don't really NEED compilers either... but I would hate to have to do my job without them.
I am actually working on my own language, and getting something better than Go is actually not that difficult!
The hard part about making a language is creating the stdlib and tooling and support for the language, but actually creating a language itself that has more features and better features than go can be done by a single person in a few months or a year probably, depending on how much experience they have.
Generics specifically are a great example here. A single person can implement a language with go-level generics fairly easily.
Something can be highly succesful in spite of having glaring design flaws. Nobody is claiming go isn't wildly succesful, but it's _in spite_ of these issues. It was clear over a decade ago that iota, gopath, and lack of generics were massive kneecaps to the language; go changing it's mind on those things isn't progress it's just getting the fundamentals wrong.
A good example of where they're kind of stuck is date formatting - it's stupid, unclear, and likely a mistake, but it's not a fundamental flaw; it's just a quirk.
Why is iota a massive kneecap to the language? It is semantically identical to enum in C and Typescript.
The trouble is that Rust is older than Go and it was already confusing people into thinking enums and sum types are the same thing, so by using slightly different syntax, iota, Go avoided the whole confusion of users thinking that enums would behave like sum types instead of actual enums.
Is your attempt at making a point that not having sum types is the massive flaw? Sum types are a useful construct, to be sure, but there are plenty of good languages without them. That's more on the design quirk end, realistically.
> Why is iota a massive kneecap to the language? It is semantically identical to enum in C and Typescript.
iota is a massive kneecap _because_ it's semantically identical to enum in C and Typescript.
> Is your argument actually that not having sum types is the massive flaw? Sum types are a useful construct, to be sure, but there are plenty of good languages without them. That's more on the design quirk end, realistically.
In a dream world sure we'd have full blown sum types (and that would give a result type which would also solve a lot of the nil-interface-combined-with-error-handling issues that I've ran into when working with go), but I can forgive that. The problem is this - https://www.zarl.dev/posts/enums
The only case I see made in there is that it doesn't like how Go implicitly converts consts. While that may be a reasonable criticism, it doesn't have anything to do with iota. It is related to the type system and applies in general. Consider the same problem exhibited here:
type Email string
func Send(email Email)
func() { Send("invalid") } // Converted string const does not satisfy Email type expectations
Perhaps you accidentally offered the wrong link?
It was made abundantly clear when Go was released that it was intended to "feel like a dynamically-typed language". Being able to pass arbitrary values is perfectly in line with a dynamically-typed language. Realistically, the type system in Go is there to give the compiler optimization hints, not to offer type safety. Go was targeted at those wanting to use Python, without the programs being painfully slow to run. How much of a kneecap is implicit type conversion, really, when it is already in line with what the target audience is accustomed to? It is a quirk at best.
Typescript has something resembling nil as inherited from Javascript, so presumably that's what you are referring to. C and Javascript are the most widely used languages in existence. Clearly they weren't kneecapped. It mightn't be to your preference, but "I don't like it" would be an atypical use for the word "kneecap".
There is a stronger case to be made for the other two. Calling GOPATH a design mistake is a stretch as it was perfectly suited to use within Google, but it didn't fit the typical solo developer's environment. Lack of generics made writing certain types of code difficult. You could be convincing in suggesting that Go did end up being used less than it otherwise would have because of those choices.
iota? It's just a construct that generates numbers (an enum). How does that kneecap anything? If it really bothers you, you can manually number the values by hand instead. Why would anyone reject a language because it allows you to optionally choose to have the compiler assign numbers automatically instead of forcing you to do it manually? The answer is nobody. In fact, most popular languages have something equivalent to iota.
The social landscape doesn't depend on anyone actually using it. However, 1.0 isn't a significant milestone like you suggest either. For a current example, Zig is relatively popular today despite not yet reaching 1.0.
I can't speak about Dart, but Carbon had just barely started development when it was first announced 4 years ago, and is currently presented as an experimental language that is not yet ready for use [0].
Dart was relegated to effectively being Flutter. It was originally intended to supersede JavaScript but no other engine would commit to that. It failed at its initial goal and hasn’t really found a footing outside of Flutter.
Carbon is by its own admittance not ready to use and I think mostly relegated to solving Google’s problems with C++ right now.
Both of them didn’t ship with a standard library as robust as Go’s.
One thing that made Go popular out of the gate is it is extremely good fast to build out robust HTTP services and infrastructure.
This is a very common use case and they tailored Go to be a great fit for it. You can build your entire backend without a single third party module if desired using Go’s standard library and it isn’t terribly complicated to do so.
By that logic Windows would be the best operating system ever and perfect in every way, and anyone who disagrees must be wrong about how an OS should be.
An engineer, of course, understands that there is no such thing as "wrong", only different tradeoffs, but with the rise of "vibe coding" you don't need to be an engineer to play in the world of programming anymore.
I don't think anyone admitted any wrong or had any big change in philosophy. It's always a good thing to learn something along the way. But the current message seems to be that this was the plan all along, and it just took some time to design properly.
Of course adding generics is not something that every language needs to do. Scripting languages like Ruby don't really need this style of generics. It doesn't fit the design of the language, and it's not even clear what that would look like in Ruby.
But static typing with generics does solve a recurring problem, and we've seen some real convergence towards type hints and type systems even in staunchly dynamic scripting languages. Modern Javascript is now mostly Typescript, and they've successfully retrofitted a very advanced type system in the last place I would have expected 20 years ago.
Type hinting seems like the worst of both. You pay the cost on refactor to go change them all, where dynamic typing or static type inference avoid that. You also don't have any of the benefits of static or dynamic typing. My strong preference is static typing with good inference and an ide that shows the inferred types everywhere when asked. Dynamic typing can make some tasks dramatically easier, I'm just not capable of using them without making hideous mistakes.
It’s still annoying ~20 years after Java did the same mistake of not including generics, which was already clear to many people with C++ experience back then.
...and Java didn't even have basic enums or sum types from the beginning. But it had null.
They added enums, they added sealed classes. They're trying to get rid of null (apparently it's really hard). The problem is that in 2012, when go 1.0 was released, this should have been obvious to everyone.
Here's a famous discussion from 2009, three years before the 1.0 release (tldr: facepalm)
I remember back in 1995 thinking that it was stupid for Java not to have generics, so instead you had to always cast Vector/Hashtable elements from Object, or implement your own type-specific container classes for every element type (and there wasn’t even a preprocessor to facilitate the latter).
Sum types I didn’t really miss, because you can implement a type-safe equivalent using the Visitor pattern, and retain an interface-implementation separation that native sum types typically don’t provide.
That is an interesting read, seems some were having a hard time grasping the benefit of having compiler checks for potential null dereferences. Having worked with null safety in TypeScript and Kotlin the extra bit of strictness is nice.
The biggest design issue with adding value types and non nullable to Java, is that the number one design requirement of any solution is not to break Maven Central.
Every compiled JAR out there has to keep working as always on a JVM with updated semantics, and worse code has to be compatible, when passing class instances around between old and new code.
Then there are the guest languages on the JVM as well.