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The other thing that makes Lua unique is that it has features of the language and of the interpreter that make it easy for you to fit it into another larger program. So Lua has -- I forget what it's called, but it has like a type that is supposed to be like an opaque type, that just wraps something else from the host p...
Oak, in theory, has those things, minus the C FFI, but because it's embedded inside Go, anything that includes Oak has to also include the Go runtime, which makes it a little heavier, and is more opinionated.
**Natalie Pistunovich:** How can the community contribute to these languages, to Ink and to Oak? Are you looking for documentation, code contributions...?
**Linus Lee:** Yes, for sure. So one of the reasons I made Oak was that I made Ink, and then I used it for a couple of years to build stuff... And it was usable, because I made stuff with it; by definition, it was usable. But it was not very good. The language was kind of tough to use, the interpreter sucks a little bi...
When you learn to build an interpreter in school or in a course, there are specific things that you spend a lot of time on, like parsing and compiling... And there's things that you don't spend as much time on, that it actually turns out are really important and hard to get right... And one of those things is error han...
If you have opinions on how Oak should work differently - I have my own opinions, and the point of Oak is to manifest them... But if you have your own opinions, it's a Go project; it's not that complicated, you can probably read through it, and come to my talk to figure out how it works. And it's only a few thousand li...
**Angelica Hill:** That's awesome. Tempting. How about Daniela - if people wanna help, wanna get involved, wanna live their best PacGo life, how do they do that?
**Daniela Petruzalek:** So I have the GitHub repo for PacGo is github.com/danicat/pacgo. We already had actually a lot of contribution from the community. I think I've built it to step eight, and I think we now we have step ten, or eleven, or something like that. So people definitely were inspired and started creating ...
**Angelica Hill:** Sebastian, how do we contribute? How do we help? How do we get involved?
**Sebastian Spaink:** Yeah, I guess I'm mostly thinking of using Oak to write a Pac-Man game now... \[laughter\] But yeah, I guess I've got my gopher model uploaded, so you're welcome to download and 3D print that... That helps me, just seeing more gophers out in the world... But then part of the thing I worked on was ...
**Angelica Hill:** Awesome.
**Natalie Pistunovich:** Cool. Well, that's inspiring, and also gives us all ideas on what can we do in our free time. Okay, time for Unpopular Opinions.
**Jingle:** \[40:27\] to \[40:43\]
**Natalie Pistunovich:** Okay, so you know the rules... You have the stage to tell us what is your unpopular opinion. It does not have to be about your project, about tech, about anything at all. It can be about any theme. And we will then go and ask on Twitter to see if your unpopular opinion is really unpopular, or y...
**Linus Lee:** Sure, I'll take it. My unpopular opinion is that -- it's actually probably a more popular opinion, but the way that I'm phrasing it I think is important... I think it's an accident of history that we don't expect every computer user to be able to program. I've been watching a lot of... And this is gonna ...
I wish there was more software that expected and taught people to think in terms of programming and try to customize their software to work the way that they want it to.
**Natalie Pistunovich:** Okay. Sebastian.
**Sebastian Spaink:** Yeah. I guess my unpopular opinion is I think that if your open source project has a hand-drawn logo on it, then it's a good open source project, and it can be trusted. So you can just it by the cover.
**Natalie Pistunovich:** Cool. Hey, Daniela...
**Daniela Petruzalek:** Okay, I think my unpopular opinion will make me the most unpopular person in GopherCon this year... Sorry, guys, but I don't think Go really needs generics. \[laughter\]
**Natalie Pistunovich:** What a mic drop to the end of the show. Thank you, Daniela. We knew you'd say that, maybe... That's why we asked you to go last. But yeah, that's a brave choice.
To wrap this up, thanks everyone for your interesting insights and sharing about your fun projects, and for talking about that at GopherCon. Thanks everybody who tuned in and enjoyed the talks, and see your around on Discord.
**Linus Lee:** Thanks for having us.
**Sebastian Spaink:** Yeah, thanks.
**Angelica Hill:** Thank you to our awesome host, Natalie. Awesome as always.
• The rule of three: reusing code three times before considering it reusable
• Copy-pasting code is easier than creating an abstraction that may not be useful
• Heuristics for determining if code should be reused, such as thinking of a good package name or considering the reuse within the same codebase versus across multiple projects
• The importance of keeping reusable chunks of code within a project to maintain control and avoid external dependencies
• Using internal packages to mark certain functionality as not intended for external use
• Organizing code in Go with a minimal approach
• Starting with a single package and adding complexity incrementally
• Avoiding premature organization and abstraction
• Exposing only what is necessary through exports and documentation
• Using internal packages to keep functionality hidden until needed
• Focusing on iterative development and proof-of-concept rather than upfront design
• Importance of maintainable software in Go development
• Discussion on the benefits of not relying too heavily on third-party dependencies in software development
• The importance of evaluating and maintaining code to prevent long-term costs and issues
• Trade-offs between using abstractions or writing code manually, considering the cost of introducing third-party dependencies
• Concerns about the rate at which dependencies are being pulled into projects, leading to potential problems like maintenance issues and security risks
• A pendulum swing from "build it yourself" to "probably found elsewhere", with a current shift towards re-evaluating dependency usage in software development
• The pendulum of best practices swings back and forth over time, with "bad" or not-so-good practices being necessary for identifying patterns and understanding what works.
• Exposing oneself to various patterns through experience and education helps recognize which ones are applicable in specific situations.
• Context is key when applying best practices, as solutions that work for others may not be suitable for one's own project.
• Some best practices, such as the DRY principle, should not be applied blindly but rather understood and implemented with consideration of their intent and applicability to a particular situation.
• Early stages of a project are more focused on understanding requirements and feasibility than on design or reusability considerations.
• Design vs implementation: distinguishing between a proof-of-concept and production-ready code
• Analysis paralysis from over-emphasizing design and best practices upfront
• Importance of thinking about the underlying problem being solved before applying solutions
• Missing step in software engineering equivalent to manufacturing process for physical products
• Fear of proof-of-concepts being used directly in production, leading to overly cautious or compromised designs
• Analogies for proof of concept vs production work
• Definition and necessity of proof of concepts in software development
• Trade-offs between prototyping, testing, and refinement in code development
• The importance of iterative design and prototyping in avoiding hubris and ensuring successful implementation
• Prototyping as a means to understand characteristics of new technologies and platforms
• Coding practices: discussion about writing code without documentation, prototyping, and productionizing
• Code organization: disagreement over organizing code from the start vs. solving the problem first and then organizing it
• Monoliths vs. Microservices: discussion about whether monoliths are a better approach for most companies due to the complexity of microservices and lack of operational consideration
• Introduction to Ian Lopshire and Johnny Boursiquot
• Acknowledgement of Kris Brandow as co-host
• Joking about being "meta" for listeners
**Kris Brandow:** Welcome, gophers and wonderful listeners out there. I'm your host, Kris Brandow. Today on Go Time, we are going to be taking up one of our wonderful audience members' suggestions for a topic. So Thomas Eckert sent in an inquiry for us to talk about utility functions and code that we have in Go, and ho...
Today I am joined by my wonderful co-host, Johnny Boursiquot. How are you doing today, Johnny?
**Johnny Boursiquot:** I've been better, but I'm getting better.
**Kris Brandow:** It's always good to hear. We appreciate you being here. And we're also joined by a now reoccurring guest, Ian Lopshire. How are you today, Ian?
**Ian Lopshire:** I'm doing great.
**Kris Brandow:** Awesome.