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**Brian Ketelsen:** There aren't that many of the non-context functions in the 1.8 SQL though, are there? I'm trying to think...
**Luna Duclos:** They didn't remove any because of the Go 1.0 compatibility guarantee, so they're still all there... You just shouldn't be using them anymore if you want to instrument your SQL calls.
**Brian Ketelsen:** Yeah... What I was saying was there aren't that many that don't have an equivalent with context in the function...
**Luna Duclos:** Oh, yeah. You're right, there are none, to my knowledge, that don't have an equivalent, so... Yeah, it's just a matter of adding a bunch of context after every function call.
**Erik St. Martin:** So what kind of data is logged from here?
**Luna Duclos:** The instrumented SQL function can trace calls, so it can use [Open Tracing](https://opentracing.io/) or Google tracing to build up traces from every call, and it can also log every SQL call, so it spits out the SQL along with all the arguments that were passed to a logger that you can pass in. That's i...
**Brian Ketelsen:** Yeah, it's crazy powerful.
**Erik St. Martin:** Even in the Rails space, being able to look through the log and see what queries were being run, and seeing time...
**Luna Duclos:** Yes, exactly.
**Brian Ketelsen:** Thank you, Active Record. \[laughter\]
**Luna Duclos:** Yeah, this is basically the same thing... It's five lines of code to get full tracing and full logging out of every SQL call that you do.
**Erik St. Martin:** What kind of configuration is there? Could you have it only log queries that take longer than some specified time?
**Luna Duclos:** Not currently, no. Currently, you can either log everything, log nothing, trace everything or trace nothing, and that's it. There's currently no middle ground. But one of the things planned is to add more generic hooks, so you can add some logic to decide whether you wanna trace things or not.
**Erik St. Martin:** It's still useful, especially with an open tracing backend to it to be able to submit to.
**Brian Ketelsen:** Yeah, that's really awesome. Really cool. That hasn't been out very long, has it? I think I probably first ran across that maybe two or three weeks ago.
**Luna Duclos:** It's a week old, so... Yeah, very new.
**Brian Ketelsen:** Now you understand my sense of time. \[laughter\]
**Luna Duclos:** Quite an interesting sense of time, actually.
**Carlisia Thompson:** I did wanna ask her a question that's related to gaming... I think I might have missed the boat.
**Erik St. Martin:** No, no... I had some more questions, too.
**Carlisia Thompson:** Luna, did you use libraries? Were there useful libraries that were helpful in developing game-specific functionality?
**Luna Duclos:** With Go, honestly, not really... Most of the server stuff I do isn't game-specific per se. There's some specific things, like handling achievements, handling user accounts, handling leaderboards and scores, but there's not really any libraries for any of that. So I haven't really been touching any of t...
**Carlisia Thompson:** Okay.
**Erik St. Martin:** \[15:54\] Yeah, in the game world, most people use some sort of engine which provides all the physics and all the graphic support, and then there's usually scripting languages and things like that built into it too for a lot of the frontend work. A few places work on their own, but a lot of people ...
**Luna Duclos:** Yeah... There's a couple that get away with just peer-to-peer multiplayer, but I think that's the lowest you can get away with these days. But yeah, a lot of games end up using at least a little bit of server work.
**Erik St. Martin:** Well, almost everybody has achievements, leaderboards or things like that... There's all kinds of things that need to happen there. And in the console world, you're starting to notice that even when they're single player games, content is being loaded in that may have been created through somebody ...
**Luna Duclos:** That's true. On PC (at least) there's also a scheme that magically handles a lot of things for game devs... Like, Steam handles cloud saves, Steam handles achievements, Steam handles patching and all the hard infrastructure bits for a lot of game developers.
**Erik St. Martin:** Yeah, that's a lot of stuff that used to be duplicate work, and now you can just kind of...
**Luna Duclos:** Indeed... Now you can just go "Steam, do this stuff for me", and you have it done.
**Erik St. Martin:** And it's a marketplace... Almost like an app store or some things like that for mobile.
**Luna Duclos:** Yeah, indeed.
**Erik St. Martin:** And even for, say, my Mac, I don't really shop the internet for software, I open up the App Store and I type in a keyword... Like, "Huh, there's all the apps that do that."
So with your interest in Go and game development, have you played with any of the game engine, client-side stuff written in Go?
**Luna Duclos:** The ones written in Go, no. I haven't had a look at them, except for a quick glance. The main reason for that is that they can't really compete with a fully-funded UE4, or a fully-funded Unity with a whole development team dedicated behind them.
**Erik St. Martin:** Yeah, I guess that would be the thought... They'd be more targeted towards indie style games. A major title, you almost have to go with some of the common ones.
**Brian Ketelsen:** Unreal Engine...
**Luna Duclos:** Unreal, Unity, Frostbite...
**Erik St. Martin:** Yeah... If you're gonna build a major title, almost everybody uses those types of things, except for the people creating them.
**Luna Duclos:** Pretty much, yeah.
**Brian Ketelsen:** I'd like to change the subject just a little bit... Or did you need to take a sponsor break, Erik?
**Erik St. Martin:** Now is the perfect time for a sponsor break.
**Brian Ketelsen:** Okay, why don't you that, and then I will change the subject when we get back.
**Erik St. Martin:** Alright, so our first sponsor for today is Toptal.
**Break:** \[19:08\]
**Erik St. Martin:** Alright, we are back, talking to Luna Duclos. Just before the break, Brian, you wanted to change the subject. What is your new subject?
**Brian Ketelsen:** I wanna talk about something that's near and dear to my heart, probably my favorite thing in the entire world, and that's frontend web development... \[laughter\] Luna, I know you've had a lot of activity in the GopherJS world, and way back when I was trying to figure out whether I could actually do...
**Luna Duclos:** \[20:15\] I actually don't at all anymore... I haven't touched GopherJS since I changed jobs in December, unfortunately. Polymer is still a really interesting technology I'd like to spend more time on, as well. Unfortunately, currently I don't have enough time in a day to do so.
**Brian Ketelsen:** That's a shame.
**Luna Duclos:** I'm sorry. \[laughter\]
**Brian Ketelsen:** I love web development so much that, you know, it just breaks my heart.