Tag Archives: Golang
In a recent survey, 63% of respondents said they use Go to create command-line tools. Go’s simplicity and conciseness makes it a natural choice for this kind of programs. Still, in the survey the top-most use case for Go is to create web services — and oftentimes you not only need to create a standalone server, but also additional tools that communicate with it.
The programming language crafted by Google engineers in 2007 known as Golang (or commonly referred to as “Go) has since exploded with popularity due to its speed as a compiled language, error checking capabilities, automated memory management, and much more. Read More
On October 28, 2017 we hosted software engineers and UI / UX designers from around the world at SphereCon to network and learn best practices from our experts. This event took place at Interia’s conference hall in Kiev.
With Go and Ruby continuing to evolve, Sphere Software’s CEO Leon Ginsburg saw the need to share knowledge and support the developer community. This was the impetus for SphereCon. Contributing thought leadership to developer communities has been a part of Sphere’s mission since it was founded in 2005.
Before Go, many companies used RoR as their primary framework for quick prototyping and placing their solution on the market as quickly as possible. To this day, RoR continues to win the position of being the most feature-rich and productive web framework. But sometimes, using an old instrument like RoR for anything new can cause some problems.
The emergence of Go has overshadowed Ruby in the current marketplace. Go, designed by Google, is a strongly-typed programming language that is oriented on performance, concurrency, and developer effectiveness.
Your team has decided on Go after months of months of developing modules and roadmapping for a large project, but since there are three external dependencies in C/C++, your entire project will now have to be done in C/C++. What does this mean? Now, at least half of your development time will be spent correcting memory accesses bugs and invalid cast errors — and not many developers can afford to allocate this time. What can be done to expedite this process?