Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
godocgo is a repo demonstrating effective Go documentation. I started to write this as a blog post, intending to link to a repo with examples, and then realized that there was no reason I couldn't write the whole post as godoc on the repo, so here it is. This repo serves as a working example of "hey, how do I get something like that to show up in my godoc?" It also has tips on common conventions and idioms used in documenting Go code. Please feel free to send me pull requests if you see errors or places where things could be improved. To view this godoc on your own machine, just run (if you already have godoc, you can skip the first step) Then you can open a web browser and go to http://localhost:8080/pkg/github.com/natefinch/godocgo/ Alternatively, you can view this on the excellent godoc.org, by going to http://godoc.org/github.com/natefinch/godocgo (note that godoc.org has different styling than the godoc tool, but the content is the same). One of my favorite things about the Go programming language is godoc, the auto-generated documentation for your code. If you're coming from javadoc or similar tools, you're probably thinking one of two things (possibly both): An understandable reaction, but let me show you why godoc is different, and how to leverage all its features. First off, godoc comments are designed from the start to be read in the code. We all know that the code will be read a lot more often than some html documentation out on the web, so godoc makes sure to keep its documentation legible for the coder in their text editor. There is not a single angle bracket to be found. Simple conventions replace the html/xml tags you often see in other documentation standards. Paragraphs are delineated by blank lines. Headings like the above are simply a single line without punctuation with paragraphs before and after it. If you're viewing this using godoc, it will be included in the table of contents at the top of the file. If you're viewing this on godoc.org, there is, sadly, no table of contents. Below this is pre-formatted text. All that is required for it to be rendered in that way is that it be indented from the surrounding comments (you can use tabs or spaces, whatever you like). This is handy for showing code snippets that you don't want godoc to auto-wrap, the way it does normal text. Html links will be auto linked without you having to do anything, like so: http://golang.org That's it, that's all the formatting you get. But it's enough, and I think we can all be glad to focus on the content and not the formatting of our documentation. In Go, any comment which immediately precedes Go code is considered a comment about that code. Only comments on exported names will be included in the documentation. By corollary, any comment that is *not* on a line before a line of code, is not picked up as documentation. Note that this is important when writing things like build tags and copyright notices at the top of files. Always make sure you have a space between those comments and the package declaration. Comments exist to tell developers what the code is for and how to use it. They should be concise and to the point. Comments should be full sentences that end with a period. This generally forces you to offer complete thoughts in your comments, rather than trying to make it into shorthand. It's also useful, because then no one has to wonder if you forgot to write the end of that sentence. Comments in Go traditionally start with the name of the thing they're commenting about. Thus, if you're commenting on a type Foo, the comment would start "Foo is ...". This makes it clear that the comment is about that name, and can help connect the two if they get separated. Often times the first sentence of a comment is extracted as a short summary, so make it short and useful on its own. Always comment every exported name in your program. You never know when a little extra information will help someone use your code. Also, it just makes your documentation look complete. The text you are reading is documentation on the main package of a Go executable. It is simply a comment attached (immediately preceding) the package <foo> declaration (in this case package main, since this is the application package). It is traditional to put long form documentation in a file called doc.go, without other code in that file, but that is not necessary. A comment on the package declaration in any file will work, and if you have multiple comments, they'll be concatenated together. The first sentence in this file (up to the first period) will be the label next to the link in godoc's index. This should be a short description of what the command does, and traditionally starts with "Command <name-of- command>". Note that all the tips that apply to code in packages, as demonstrated in package sub below, also apply to commands, I just thought this page was long enough already, so I put everything else in the next package :) To read more of the article, and explore more of what godoc has to offer, click on the link to the package named "sub" below.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
Golinecov is a program for analyzing the coverage profiles generated by 'go test -coverprofile=go.cover'. Golinecov was designed to explore coverage profiles from the command line or a text editor, instead of relying a web browser (to view output of 'go tool cover -html'). Golinecov can output source code annotated with coverage per-line in plain-text. It computes the coverage for a line by taking the minimum of all coverage profile blocks that contains the line. This is usually good enough for most workflows, but if it's not, the user should fallback to 'go tool cover -html'. For usage information, please see:
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
The backend package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and backend separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the backend. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/limetext/backend#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
The lime package defines the very soul of Lime. Some highlevel concepts follow. Lime is designed with the goal of having a clear frontend and lime separation to allow and hopefully simplify the creation of multiple frontend versions. The two most active frontends are at the time of writing this one for terminals based on termbox-go and a GUI application based on Qt's QML scripting language. There's also a Proof of Concept html frontend. The Editor singleton represents the most fundamental interface that frontends use to access the lime. It keeps a list of editor windows, handles input, detects file changes as well as communicate back to the frontend as needed. At any time there can be multiple windows of the editor open. Each Window can have a different layout, settings and status. The View class defines a "view" into a specific backing buffer. Multiple views can share the same backing buffer. For instance viewing the same buffer in split view, or viewing the buffer with one syntax definition in one view and another syntax definition in the other. It is very closely related to the view defined in the Model-view-controller paradigm, and contains settings pertaining to exactly how a buffer is shown to the user. The command interface defines actions to be executed either for the whole application, a specific window or a specific view. Key bindings define a sequence of key-presses, a Command and the command's arguments to be executed upon that sequence having been pressed. Key bindings can optionally have multiple contexts associated with it which allows the exact same key sequence to have different meaning depending on context. See http://godoc.org/github.com/jxo/lime#QueryContextCallback for details. Many of the components have their own key-value Settings object associated with it, but settings are also nested. In other words, if the settings key does not exist in the current object's settings, its parent's settings object is queried next which in turn will query its parent if its settings object didn't contain the key neither.
godocgo is a repo demonstrating effective Go documentation. I started to write this as a blog post, intending to link to a repo with examples, and then realized that there was no reason I couldn't write the whole post as godoc on the repo, so here it is. This repo serves as a working example of "hey, how do I get something like that to show up in my godoc?" It also has tips on common conventions and idioms used in documenting Go code. Please feel free to send me pull requests if you see errors or places where things could be improved. To view this godoc on your own machine, just run (if you already have godoc, you can skip the first step) Then you can open a web browser and go to http://localhost:8080/pkg/github.com/natefinch/godocgo/ Alternatively, you can view this on the excellent godoc.org, by going to http://godoc.org/github.com/natefinch/godocgo (note that godoc.org has different styling than the godoc tool, but the content is the same). One of my favorite things about the Go programming language is godoc, the auto-generated documentation for your code. If you're coming from javadoc or similar tools, you're probably thinking one of two things (possibly both): An understandable reaction, but let me show you why godoc is different, and how to leverage all its features. First off, godoc comments are designed from the start to be read in the code. We all know that the code will be read a lot more often than some html documentation out on the web, so godoc makes sure to keep its documentation legible for the coder in their text editor. There is not a single angle bracket to be found. Simple conventions replace the html/xml tags you often see in other documentation standards. Paragraphs are delineated by blank lines. Headings like the above are simply a single line without punctuation with paragraphs before and after it. If you're viewing this using godoc, it will be included in the table of contents at the top of the file. If you're viewing this on godoc.org, there is, sadly, no table of contents. Below this is pre-formatted text. All that is required for it to be rendered in that way is that it be indented from the surrounding comments (you can use tabs or spaces, whatever you like). This is handy for showing code snippets that you don't want godoc to auto-wrap, the way it does normal text. Html links will be auto linked without you having to do anything, like so: http://golang.org That's it, that's all the formatting you get. But it's enough, and I think we can all be glad to focus on the content and not the formatting of our documentation. In Go, any comment which immediately precedes Go code is considered a comment about that code. Only comments on exported names will be included in the documentation. By corollary, any comment that is *not* on a line before a line of code, is not picked up as documentation. Note that this is important when writing things like build tags and copyright notices at the top of files. Always make sure you have a space between those comments and the package declaration. Comments exist to tell developers what the code is for and how to use it. They should be concise and to the point. Comments should be full sentences that end with a period. This generally forces you to offer complete thoughts in your comments, rather than trying to make it into shorthand. It's also useful, because then no one has to wonder if you forgot to write the end of that sentence. Comments in Go traditionally start with the name of the thing they're commenting about. Thus, if you're commenting on a type Foo, the comment would start "Foo is ...". This makes it clear that the comment is about that name, and can help connect the two if they get separated. Often times the first sentence of a comment is extracted as a short summary, so make it short and useful on its own. Always comment every exported name in your program. You never know when a little extra information will help someone use your code. Also, it just makes your documentation look complete. The text you are reading is documentation on the main package of a Go executable. It is simply a comment attached (immediately preceding) the package <foo> declaration (in this case package main, since this is the application package). It is traditional to put long form documentation in a file called doc.go, without other code in that file, but that is not necessary. A comment on the package declaration in any file will work, and if you have multiple comments, they'll be concatenated together. The first sentence in this file (up to the first period) will be the label next to the link in godoc's index. This should be a short description of what the command does, and traditionally starts with "Command <name-of- command>". Note that all the tips that apply to code in packages, as demonstrated in package sub below, also apply to commands, I just thought this page was long enough already, so I put everything else in the next package :) To read more of the article, and explore more of what godoc has to offer, click on the link to the package named "sub" below.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.
Package bindata converts any file into manageable Go source code. Useful for embedding binary data into a go program. The file data is optionally gzip compressed before being converted to a raw byte slice. The following paragraphs cover some of the customization options which can be specified in the Config struct, which must be passed into the Translate() call. When used with the `Debug` option, the generated code does not actually include the asset data. Instead, it generates function stubs which load the data from the original file on disk. The asset API remains identical between debug and release builds, so your code will not have to change. This is useful during development when you expect the assets to change often. The host application using these assets uses the same API in both cases and will not have to care where the actual data comes from. An example is a Go webserver with some embedded, static web content like HTML, JS and CSS files. While developing it, you do not want to rebuild the whole server and restart it every time you make a change to a bit of javascript. You just want to build and launch the server once. Then just press refresh in the browser to see those changes. Embedding the assets with the `debug` flag allows you to do just that. When you are finished developing and ready for deployment, just re-invoke `go-bindata` without the `-debug` flag. It will now embed the latest version of the assets. The `NoMemCopy` option will alter the way the output file is generated. It will employ a hack that allows us to read the file data directly from the compiled program's `.rodata` section. This ensures that when we call call our generated function, we omit unnecessary memcopies. The downside of this, is that it requires dependencies on the `reflect` and `unsafe` packages. These may be restricted on platforms like AppEngine and thus prevent you from using this mode. Another disadvantage is that the byte slice we create, is strictly read-only. For most use-cases this is not a problem, but if you ever try to alter the returned byte slice, a runtime panic is thrown. Use this mode only on target platforms where memory constraints are an issue. The default behaviour is to use the old code generation method. This prevents the two previously mentioned issues, but will employ at least one extra memcopy and thus increase memory requirements. For instance, consider the following two examples: This would be the default mode, using an extra memcopy but gives a safe implementation without dependencies on `reflect` and `unsafe`: Here is the same functionality, but uses the `.rodata` hack. The byte slice returned from this example can not be written to without generating a runtime error. The NoCompress option indicates that the supplied assets are *not* GZIP compressed before being turned into Go code. The data should still be accessed through a function call, so nothing changes in the API. This feature is useful if you do not care for compression, or the supplied resource is already compressed. Doing it again would not add any value and may even increase the size of the data. The default behaviour of the program is to use compression. The keys used in the `_bindata` map are the same as the input file name passed to `go-bindata`. This includes the path. In most cases, this is not desirable, as it puts potentially sensitive information in your code base. For this purpose, the tool supplies another command line flag `-prefix`. This accepts a [regular expression](https://github.com/google/re2/wiki/Syntax) string, which will be used to match a portion of the map keys and function names that should be stripped out. For example, running without the `-prefix` flag, we get: Running with the `-prefix` flag, we get: With the optional Tags field, you can specify any go build tags that must be fulfilled for the output file to be included in a build. This is useful when including binary data in multiple formats, where the desired format is specified at build time with the appropriate tags. The tags are appended to a `// +build` line in the beginning of the output file and must follow the build tags syntax specified by the go tool. When you want to embed big files or plenty of files, then the generated output is really big (maybe over 3Mo). Even if the generated file shouldn't be read, you probably need use analysis tool or an editor which can become slower with a such file. Generating big files can be avoided with `-split` command line option. In that case, the given output is a directory path, the tool will generate one source file per file to embed, and it will generate a common file nammed `common.go` which contains commons parts like API.