What it does is preventing the accidental use of a missing value. You can’t pass the Option<T> on to a function taking a T without explicitly doing it.
What it does is preventing the accidental use of a missing value. You can’t pass the Option<T> on to a function taking a T without explicitly doing it.
To compare with references which are also 0-or-1-thing effectively: A reference where you as a developer know it's never null but always a ref to exactly one thing is denoted "* T" and a reference to "one thing or null" is denoted "* T"! There is no difference in the types! so you can accidentally send one that is "0-or-1-things" to a method accepting a * T that MUST be a thing. Type system didn't help you document which case it was.
Options, apart from the annotation benefit it also helps making the syntax nicer in many cases, with e.g. "or()" fallbacks etc.
let data = get_cached().or(load_from_disk()).or_panic(); Car c = maybeCar.GetValueOr(CreateCar()) // inline fallback
maybeDog.Do(d => b.Bark()) // only performs call if present
Sailboat s = mybeBoat.As<SailBoat>() // none unless of correct subtype
And so on.
With nullable reference types C# now has a builtin alternative to this, but it has worked we’ll for many years.Let's say I have a hashmap that returns a `&T` and I have a `func foo(s Stringer)`. Because 'Stringer' is an interface, it's possible for it to take both `T` and `&T` without a compile-time complaint.
In addition, I may wish to have my function `bar(t &T)` always take a pointer because I want the object to exist on the heap, or to be able to mutate its value for the caller.
Since pointers mean so many other things, they're not a good way to have a compile-error indicate optionality.
On the other hand, if my caller does `hm.Get` and gets an `Option<s: Stringer>`, it's clear what to do to pass it to foo, and if it's an `Option<&T>`, it's clear both that I want a pointer, and that it should be checked / unwrapped.
I agree that `T` / `&T` would be just as powerful as option types in go (without sum types) if pointers didn't already have other substantial meaning, and if they could sensibly interact with interfaces.
As it stands, I think you're off the mark though.
(note: All the asterisks are & because I dunno how to escape stuff on hn)
No, a pointer in Go doesn't mean that it's on the heap. The compiler keeps it on the stack if it's safe to do so, regardless of whether you're using pointers.
You can even write code like `t := new(T); t.Foo()` that very much looks like you're allocating on the heap, but it can stay on the stack, yet t is then a pointer to the stack.
Unlike C, you don't need to worry about the heap-vs-stack in Go. It's never even mentioned in the language spec as a concept people need to be concerned with. It's an implementation detail.
I'm really surprised to read that: yes a beginner can get his code working without wondering about stack vs heap (and that's one of the big reason why Go is easier to learn than Rust for people coming from non-system language), but as soon as you care about performance (which many Go users do!), you need to write code that reduces allocations to the minimum, because Go's allocator is really slow (compared to Java for instance). Interestingly enough, doing so forces you to think about the ownership and lifetime of your objects, like you'd do in C (or Rust).
I just found surprising to see a core person of Go declaring heap vs stack allocation to be “implementation detail”. Because if it was, that would mean that my carefully crafted zero-alloc code could become full of allocations one day because the underlying implementation changed! Obviously they don't want their users to be afraid of that.