Book Image

Mastering Go - Second Edition

By : Mihalis Tsoukalos
Book Image

Mastering Go - Second Edition

By: Mihalis Tsoukalos

Overview of this book

Often referred to (incorrectly) as Golang, Go is the high-performance systems language of the future. Mastering Go, Second Edition helps you become a productive expert Go programmer, building and improving on the groundbreaking first edition. Mastering Go, Second Edition shows how to put Go to work on real production systems. For programmers who already know the Go language basics, this book provides examples, patterns, and clear explanations to help you deeply understand Go’s capabilities and apply them in your programming work. The book covers the nuances of Go, with in-depth guides on types and structures, packages, concurrency, network programming, compiler design, optimization, and more. Each chapter ends with exercises and resources to fully embed your new knowledge. This second edition includes a completely new chapter on machine learning in Go, guiding you from the foundation statistics techniques through simple regression and clustering to classification, neural networks, and anomaly detection. Other chapters are expanded to cover using Go with Docker and Kubernetes, Git, WebAssembly, JSON, and more. If you take the Go programming language seriously, the second edition of this book is an essential guide on expert techniques.
Table of Contents (20 chapters)
Title Page

Go pointers

Go supports pointers, which are memory addresses that offer improved speed in exchange for difficult-to-debug code and nasty bugs. Ask any C programmer you know to learn more about this.

You have already seen pointers in action in Chapter 2, Understanding Go Internals, when we talked about unsafe code and the unsafe package, as well as the Go garbage collector, but this section will try to shed more light on this difficult and tricky subject. Additionally, native Go pointers are safe provided that you know what you are doing.

When working with pointers, you need * to get the value of a pointer, which is called dereferencing the pointer, and & to get the memory address of a non-pointer variable.

Generally speaking, amateur developers should use pointers only when the libraries they use require it because pointers can be the cause of horrible and difficult-to-discover...