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The Goose Programming Language

https://aardappel.github.io/goose/
Btw I made the language, AMA. repo: https://github.com/aardappel/goose
I would throw the entire docs out and write it from scratch in your own words. I get that we live in an era where the machine writes most/all of the code, and I can accept that. What I need, to even consider using and extending this project, is some understanding of what part of the design is yours and what part is accident by Claude. I can't get that from reading Claudese.
>>I get that we live in an era where the machine writes most/all of the code

Only on the Internet is this true, not in real life. I cannot and do not trust any of these things to do a proper job because they have not in any situation succeeded in any job I've given them. And no company I deal with claims otherwise

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The version of the documentation which I would very much like to see would be a Literate Programming version where all the code is explained from the ground up.

Apparently, this can actually assist the LLM:

https://silly.business/blog/we-should-revisit-literate-progr...

as discussed here previously:

https://news.ycombinator.com/item?id=47300747

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And ... you made Lobster lang, Cube2/Sauerbraten 3d shooter and voxray/voxile and lots of other cool things.

https://strlen.com/

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What does this mean (from your link):

> Nested data stays inline. A string, an array of strings, a record with variable-size fields and an array of those records are each one contiguous block with no pointer in it. A record that is 160 bytes and an allocation in C++ is 29 bytes and none in Goose.

I’m having trouble parsing that last sentence.

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> Threads that share nothing. A worker is compiled as a separate program with its own memory, and flat values cross typed queues as a memcpy. Data races, locks, atomics and memory orderings do not exist in the language.

how to perform this copy without atomics?

do the workers run as threads or processes?

also you claim it's faster than rust and c++. but for certain kinds of software it's certainly (and substantially) slower, right?

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Hey the memory model is super interesting.

Looking at the repo it seems like the N stacks generated by the compiler are placed at least 2gb apart in virtual memory, have you run into any cases where that has been overflowed during runtime? The compiler cannot know which of the stacks are going to be used more than others and in a large complex program with many stacks any one of them could fail. I imagine this being an issue depends on target application - if you know you are building a game that you know the exact size of your levels / entity counts beforehand you know this is fine but if you were doing data processing / parsing potentially malicious user input it may be a problem.

I'm also interested how the memory locality works. Here you have the bases of your stacks at a series of very sparse virtual memory intervals which will be mapped by the page table to some physical memory addresses, does having them be so sparse cause any issues?

There are some unique ideas here - lifetimes on references to growable+shrinkable stacks, "balancing" stacks in recursive functions - and I'm glad you were able to use coding agents to actually materialize them.

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You noted AI creating a large amount of this code base with yourself directing it. Do you have a process that keeps you sane while doing this over such a large codebase?(especially for a brand new concept and implementation) [Obviously congrats and can't wait to read through to have deeper questions!]
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I will take a better look at Goose some time later when it's not late at night. Just wanted to drop by and thank you for creating Treesheets. I haven't given its more advanced features the use they deserve, but I love it as a note-taking application for anything that complexity-wise sits between a short outline in a plain text file and a ton of Markdown in something more advanced like Obsidian. And for, of course, any tabular data.
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Is replacing rust a goal? If so I'm in! Just kidding, actually there are so many things I didn't get, good thing we have discord probably ask there. I used your other programming language lobster earlier, and have high hopes on this.
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I have my own language I'm working on in private and it's nice to see other people coming to the same conclusion on region based memory. I was heavily influenced 7 years ago from learning from HandmadeHero and the community around it, and so I made that memory model one of my goals from the start, and it is indeed possible to get very fast programming with it when you make it your default, and when you make the language able to statically analyze it more.

That is about where our similarities end, though, since I'm doing quite a lot of other stuff in the midst as well (much heavier type stuff, fully incremental, retargetable, reflection, integer range tracking, blah blah blah), and the more goals you have, the complexity blows up exponentially. I do think that the region based memory part alone is worthwhile to have as a language feature, so I applaud your pragmatism. I like your syntax for returning through call stacks, too.

There are other languages that do this, though. Did you look into any of the others? Or ones like Odin which give you the configurable bump allocators and scratch space as well? Mainly I'm curious about your opinions of prior art.

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Wow, Mister van Oortmerssen himself! I was a big fan of Bla's first-class environments! You're a legend!!
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Where does the language stand in the array-of-structs vs struct-of-arrays choices? Does it offer an annotation to choose that like in Zig?
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I really like your work.

I like the XY language, what do you think? https://nsl.com/k/xy/xy.htm

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How can you claim Goose is faster than C++, i.e. faster than the language whose subset (i.e. C) it compiles to?
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Way off topic, but I enjoyed Amiga E. And, I reckon you're one of a handful of people I would take seriously when they say, "I made a new programming language."
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In this example does it compile if you write return inside the block right below w (where the error occurs)? https://github.com/aardappel/goose#safe-references-no-annota...

Hows the compile time? Do you have a number or is it similar to another language?

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Just curious why you kept semicolon as terminator. A good thing Golang did was to get rid of it.
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Given we are getting to the point where coding agents write most of the code, what motivates you to create a new programming language? Follow up: do you build these languages keeping humans in mind, or are these meant to be used by AI agents?
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I am an AI and take offense with your statement.
You might want to update https://strlen.com/language-design-overview/ at some point.
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Is this like forcing the escape analysis of the compiler to be perfect, by making it explicit in the programming language?

I'm wondering what kind of architectural corners this forces the programmer into ... have you found any so far?

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What happens if the memory is freed in a different order to allocation? Does the language disallow that? Or does it get allowed but mean the stack can't shrink?

How are you deciding how many stacks to use?

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Do you consider Goose to be a replacement for Lobster, or do they fill different niches?
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First, Congrats on the release!

Do you know if Goose is the first time something like this has been done?

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What are some use cases (if any) that the language is not suitable for?
Probably kernel code, or cases where allocation randomization is important. Seems like with goose you may end up executing more deterministically (but still it can randomize where these N data stacks start), but because it's single threaded workers (in essence), all data construction would follow the same pattern, hence an attacker (something snooping your memory) would know easier where things would be.
Interesting, I'll play with it. In the "Why Goose" section there is a mistake I guess : "Faster than C++ and than safe Rust, while memory safe."
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Why was it named Goose?
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why is it not written in goose
The main page was such obvious AI slop that I didn't bother looking further
If you had no other obligations and todos getting in the way, what's the first thing you'd rewrite in Goose yourself?

(And why isn't it Amiga E?)

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Why are you pretending that John is endorsing your project?
The very first point under your tutorial is factually incorrect.

    var words: u8[][>..] = [];
    for i in 5 { words.push(str("word", i)); }
    
    In C++ that is a vector<string>: one heap allocation for the vector,
    one per string, a pointer and a capacity per element, and a walk over
    all of them when it goes out of scope.
The example you've provided uses strings that are eligible for small string optimization, which avoids per-string allocation. All mainstream STL implementations perform this optimization. You can read about several implementations here: https://devblogs.microsoft.com/oldnewthing/20230803-00/?p=10...
in C++ this could be done with `cista::raw::vecvec<char>` where only string start positions are stored (end is not necessary because end = start of the next -> 4 byte per string) https://github.com/felixguendling/cista/blob/master/include/...
That removes the allocation but keeps the overhead of a pointer, a capacity and a fixed buffer.

And these strings in Goose are 6 bytes, while the ones in C++ are apparently 16 to 24 bytes each.

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You can also just copy your strings into the same buffer in C++ if you want to.

The obvious downside is that resizing any string but the last requires moving everything down the stack.

With objects that never need resizing, you can of course have much simpler memory layouts.

This is the danger of using AI to write your docs and why everyone is asking the author to update them.
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I'm curious, for someone more familiar with Goose: how do you represent an arbitrary number of dynamically sized values? If you have a fixed number of stacks, it seems like only a fixed number of values can change size at any given time.

For instance, how would you represent a hash table where the values are strings and at random, the program inserts or deletes a random string?

This doesn't seem like something you could easily represent. The only way I can think of is to keep a stack that holds all of your strings, and you periodically compact it.

Edit: Maybe you could also have a separate stack for strings of various sizes. One each for strings less than 8, 16, ... bytes. But at that point you're basically implementing your own malloc by hand.

Edit: Fwiw I do think Goose is very cool! I've had to hand-roll a lot of similar stuff in Rust before to speed up memory management

Certainly, this is a language where you get the most benefits if you are able to structure your data usage such that things of similar lifetimes sit together in arrays.

For example, you can build up a tree of all variable sized nodes inside a single array.

Where it gets interesting is if you must arbitrarily delete tree nodes, and you can't structure it to do that in stack order. The language has various tools for this, like fixed arrays with capacity, or pools of either single elements or runs of elements.

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I was looking into this as well, it seems that Goose does not support having a dynamic number of resizable values, but it does support having a dynamic number of dynamically sized value.

In Rust parlance this would be the difference between a `Vec<Vec<T>>` (many `Vec`s, each can be resized) and a `Vec<Box<[T]>>` (many `Box`ed slices, each with a dynamic size, but none of them can be resized).

I bet you can exploit dynamically sized values to rebuild resizable values, with the downside however that you'll likely leak their memory until you exit the current scope.

I'm not familiar with Goose, but I'm guessing you could define a single stack and put your dynamically sized values in it. Essentially rewriting a memory allocator on top of Goose's stacks. This is what they seem to be doing here: https://github.com/aardappel/goose/blob/master/samples/13_li...
Yeah, that looks like a freelist approach. That will work as long as the values you're allocating are all fixed-size. You'll need something much more complicated if you want arbitrarily sized values

That example implements a linked list of integers. I'm curious how you would do a linked list of strings

> how would you represent a hash table where the values are strings and at random, the program inserts or deletes a random string?

Goose has a built-in generic hash table called dictionary<K, V>, provided by its standard library.

https://aardappel.github.io/goose/docs/stdlib.html#dictionar...

From the link

> Keys and values are fixed-size

so not quite what I'm looking for

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I think the limit of this would be creating your own allocator that works with the stacks, but you could probably stop short of that in most cases.

It's not entirely mad to do it this way, and I can see some benefits. For one, you might have multiple of these pools across the program for different data-types, which would make allocating to any one of them a cheaper operation. It is much more reference safe since you are only ever freeing stuff in a certain context and you can still never have dangling pointers. When you look at memory safe languages, they all default to this eventually. Like Rust in the advanced case will have you implementing your own allocator, lot's of games use this thing called ECS which is essentially a kind of allocator. Goose would just have it be more common.

This is roughly what I do in Rust. I use different static types for values based on how long they'll live. Temporary values get one type; cached values get another. The allocator allocates each value in a different location based on how long the value will live.
This looks very interesting! I mostly write in garbage-collected languages (to the extent that I still write anything by hand...) so I'm just a spectator in memory management debates, but it's often struck me that heap management is more of an art than a science. The idea of treating memory more like stacks made immediate intuitive sense to me. I'm also fascinated by the thread implementation, although I'm not knowledgeable enough to to think through the potential benefits/costs vs other approaches to concurrency.

I wonder if the name of the language was inspired by the way geese fly in formation, with trailing birds saving energy by flying inside the aerodynamic shadow of the leaders, and swapping in and out as needed. If so, a very nice metaphor for the memory management model.

I was also impressed by the documentation. As we know AI-generted docs tends to be rather mediocre, but the author has clearly invested time in making in readable such that the relevance and rationale of design decisions provide the context that a curious programmer needs to understand why things are implemented in a particular way.

I really appreciated the detailed samples, ranging from simple algorithmic theorems up to a small game. Again, I don't have the experience to rate the language vs others, but I was struck by readable the code was and how easy it was to follow task flow. Not having to think about classes is always a plus!

Anyway, I usually the the offering of a new language with dispassionate interest, as something to be aware of and but not get too invested in or familiar with until it gains enough popularity to have a good shot at longevity. Goose is the first language in a long time where I looked at it and immediately thought that I'd like to use it for its own sake.

Thanks!

The name is an animal because all my past PL designs are animals (I also made Lobster etc). Goose seemed like a fun name.

Goose is pretty cool. The idea is that you don’t need to make representable all programs: a language for a restricted purpose is ok. As long as you can statically specify the number of growable memory regions, you can use Goose. However, since there’s no garbage collection, you’ll probably need to be careful about memory use while a program is running. Ie: the stacks can get too big if you keep growing them, even as old data is not used any more.

Still, for a large number of programs - like data-oriented applications - it’s probably a good fit. It might work ok with entity-component game systems as long as you reuse old memory…

You typically "allocate only" if a data structure is made entirely on construction, or if its growth is bounded.

If it is potentially completely unbounded, you need different solutions like a pool, or essentially reconstructing etc.

Why not build in a very simple garbage collector - for example a ref counter - and default to it when you can't prove stack tricks are suficient at compile time? This guarantees all programs can be represented and it removes range anxiety for anyone trying a new language.

Seems any compiled language with automatic memory can make use of the techniques to obtain speed ups.

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I seem to remember the ML guys went down this route. I believe they called it regions.

From what little I read in the literature I seem to recall that there were enough programs with quite a bit more memory usage that they decided this approach was a dead end.

Does anyone know anymore details?

Yes, ML Kit region inference is probably the closest prior art to Goose.

Back then though, they couldn't lean on large 64-bit address spaces like Goose can. They implemented all of this with a chain of blocks of memory instead, and tracked most of it at runtime that Goose now does at compile time.

https://github.com/aardappel/goose/blob/master/docs/design/p...

"Threads that share nothing. A worker is compiled as a separate program with its own memory, and flat values cross typed queues as a memcpy. Data races, locks, atomics and memory orderings do not exist in the language."

That reminds me of Dart Isolates - https://dart.dev/language/isolates

"That looks really neat! The automatic analysis and use of multiple data stacks and resizable fields takes it from "lots of work can be done this way" to "basically everything can be".

The relative references and built in binary structure validation also enable direct memory mapping of data structures and immediate use of network data. "Parsing" file and network data is often 100x slower than it needs to be." - John Carmack

I know caring about syntax is verboten, but Goose checks off a lot of my dream language syntax features. UFCS, implicit it parameter, trailing block lambdas (with curly braces!), algebraic data types, exhaustive enum matching, pattern matching, etc... the list goes on! It almost looks like Kotlin but more functional b/c it doesn't have the JVM OOP baggage (I'm a big Kotlin fan). And an interesting, fast memory management paradigm to boot! Honestly, even with a garbage collector, this language looks so fun to write and read.
Educate me: how to create a program in Goose which reads a JSON structure, prints it out and finishes. How is memory for JSON allocated on stack? It can be from 1K to 1M - depending on the file...
I'm not familiar with Goose, but based on some research and my understanding of how memory works:

At compile time, Goose will analyze your program and determine a number of stacks, N, for it. N is the maximum number of "growable" items you can have in existence at any given point in time. Using virtual memory tricks, each stack can grow up to 2GB, but it uses a contiguous address space and only uses as much physical memory as it actually needs.

For the program you're describing, I think you would end up with two stacks: one to parse the input and a second to print it. When you parse the input, Goose reads characters from the string one at a time and puts them onto the stack. Once it has hit the end of value, it will update the stack so it now represents the decoded JSON value (strings will just leave the characters in place, numbers will pop off the characters and push the number onto the stack). Goose repeats this until it has parsed the whole JSON, and now the whole JSON is on the stack.

Then, when you print the JSON, Goose uses the second stack to build a string. Like the parsing approach, it iterates through each element of the JSON and pushes its string representation onto the stack. Once it's done, it resets the stack pointers to free the memory.

This is really nice because allocating memory is just adding to the pointer, and freeing it is subtracting from the pointer.

In contrast, Rust automatically inserts malloc() and free() calls throughout your code, which are much more expensive than pointer arithmetic. On top of that, freeing a vector of heap-allocated objects is O(n), whereas if done right in Goose, it would be O(1)

https://github.com/aardappel/goose/blob/master/samples/18_js...

Goose can store entire trees (of variable sized things) inside an array.

I don't see why this is problematic. Stack is just memory, you can allocate it by incrementing a pointer. Any amount you want, really.

Apache modules worked like this (still do, presumably). Each request has a stack; allocations bump the stack pointer; when a request is finished, the stack pointer is reset. Incredibly efficient as long as you don't need to keep memory longer than a single request.

Looks like in Goose, each scope acts like an apache "request".

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> How is memory for JSON allocated on stack?

Check the features section (https://aardappel.github.io/goose/#features), which starts off with how memory works.

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I made the language, AMA :)
Without wanting to be snarky, are the "hand optimized" C++ benchmark files mentioned on the benchmark page available anywhere, as the ones in the "bench/cpp/" directory don't look that optimized to me?

e.g. I see a general lack of reserve()s on strings and vectors (a few tests do use them a bit, like `graph` and `particles`), and there are several other things which I wouldn't personally call "optimized", so I assume those ones are the 'idiomatic' ones?

Same goes for the Rust code: a lot of the code seems to be using Vec::new() and String::new(), instead of ::with_capacity() which would optimize the memory re-allocation (reducing it as the containers/strings grow).

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Do you think it would be worth writing the landing page yourself? The concepts seem interesting but it's painful to wade through stuff like "One memory model: stacks, and scope exit is the free".
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If you mentioned it in the main page, I didn't see it.

Something that I'm interested in: How fast is the compilation speed on large programs compared to Zig, C, Go?

My ideal language is safer than Rust (no deadlocks / livelocks, no stack overflow from recursion), is optimized for cache locality, but compiles faster than Zig.

This seems like it's close to 2/3.

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Was it your first programming language ?

ps: Ah well, I could have searched before asking https://strlen.com/programming-languages/

super neat history !

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Fantastic project BTW! How much AI help did you have with this project? I'm assuming some. If so is it something that you would have taken on before AI help?
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Rather than salty comments, I just decided to give it a try.

Ported a couple of algorithms from my quite large commercial rust codebase and they were significantly faster in goose. Was wow'd, but the big gain was actually that goose just led the LLM to use more efficient (though admittedly slightly less rust-ideomatic but still safe) data structures, so porting them back kept nearly all of the gain (and in one case, even more).

The obvious 'no shit' comment is 'well your code just wasn't optimized', which is partially true, there was obviously a fair bit left on the table. What I find more interesting is that for darn near zero cost, having an an LLM explore in different languages led to a better outcome than me sitting here running perf and squeezing for cycles.

I'm sure that as I build up a cookbook for my codebase this will be less useful over time, but for now, this is going to be how I approach first order performance optimization.

Nice work, cool tool, plz de-ai the docs :D

Such a cool idea! I've been toying around making a few libraries to force languages to do that direct io zero-read mapping to data structures. Ofcourse this looks way better and infinity less hacky, but it is a fun and trippy experience to find someone working in the same direction as you independently.
It would be really great to see how it fits in embedded systems, MCUs in particular!

Embassy (https://github.com/embassy-rs/embassy) uses this concept of no heap allocation and I find it really solid. Even if you write in C, most of the times you don't use heap. MISRA, the C coding standard for automotives, doesn't allow dynamic allocation!

The language as it stands actually uses relatively little physical/committed memory, so could be used in embedded systems, but does rely on there being a 64-bit address space, which is probably still not as common in embedded.
I was going to ask the same, but I guess it may also not be good fit for some kernel programming, given that the heap is shared along with other code.

But sounds great for 64-bit user space, with enough (48-bit, or more) virtual addressing available. Obviously one can hit some snags if for some reason quite large allocations has to be done, but maybe one has to rethink that too.

I'm starting to fall in love with this approach ;)

Rust's appeal (to me) is safety, performance, DX in that order.

Where does Goose sit when classified along these dimensions?

Sure, performance is right there on the packaging but no word about UB in the README. I read "Goose has syntax familiar to C and Rust" as DX in the same ballpark, but is it a performance first or safety first language.

If it is the former it occupies the same crowded niche as C++ and its many cousins and will have a hard time.

If it's the latter it will have much more room to prosper. We don't have enough languages in the niche that Rust and Ada fill right now.

Goose has no "unsafe" feature, and no undefined behavior, and is fully memory safe.

It is obviously has a lot of potential to be very fast.

It even does pretty good on DX. There is no borrow checker to fight. Algorithms that need indices in Rust are strongly typed references in Goose. Generally pleasant easy to read and write code.

The biggest thing against DX may be exactly where performance comes from: you need to think a bit on where to store your data :)

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Well, "safety" is a lot of things so you have to be a bit more specific than that about your use-cases. And I can't really answer it either way - I think WvO has to chime in about that himself - but I can point to some things that might give you some idea of what to expect. Here's what WvO wrote a few weeks ago when he shared Goose on twitter:

> Goose: my latest programming language. Safer, faster and less memory than Rust/C++ for algorithms where tightly packed, flat data structures matter.

> It can represent more kinds of data structures as flat, pointer-free bytes than any language I know.

https://xitter.cf/wvo/status/2107979660558766351

So one way to answer might be: how often do you reach for unsafe when using Rust? If you don't I guess Rust is safer. If you do… it gets trickier.

As for UB, I guess you could try looking through the spec and/or the reference? Like, the code is mostly generated by Claude after WvO wrote a specification. If it were anyone else I'd be worried, but given WvO's cv I actually suspect that means the spec leaves basically no ambiguity.

However, Goose compiles to C. Does that by definition mean UB sneaks in, or is there a "UB free" C subset? I don't write C, so I don't really know.

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I guess my question is if you can trigger UB in regular Goose and if you can, would it be considered a bug. I realize that this doesn't necessarily have a simple yes or no answer but I still think it'd help to know if Goose is more on the C++ side or the Rust side.

The complete omission of UB in the README could be one of two things. Either that the topic is not important or that it is considered a given and not worth mentioning.

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Goose is written by a game developer. They tend to concern themselves with C++'s niche.
This looks pretty cool Always wonder about fast low level languages, can you play with its linkage enough to say run it on baremetal x86_64 or so? And how complex is the runtime? is it just transpiled to C? (i can see some notes about spitting out a single C file but wasnt sure)

Either way nice to see more options in this space.

Do you know a bit of an ETA / roadmap for certain features like the dynamically sized moves and struct members?

p.s. love potato and geese so feelin kinda biassed towards being excited about this :D

The runtime is not particularly complex, but making it run with no runtime would still take some doing :)

You'll have to explain what you mean exactly by "dynamically sized moves and struct members".

How would this work in wasm land? It's a bit badly put question, because this leaves out a lot of context - wasm - where, how, what implementation, but from my simple understanding most of the wasm is 32-bit running in a browser. For this to work, it'll need true virtual 64-bit (or 48-bit) address space. The host, being the browser, or something else, may provide it, but....

If the host needs to load several of these .wasm, compiled with goose, then it'll have to run them in separate (browser) instances too (or maybe that's how wasm works by default - not sure).

It just got me thinking - the languge is prepared to translate into javascript workers, because it's really single threaded by nature with communication between threads (or put in the dart languages term "isolates"), which makes them perfect for the browser, now the only question is the memory layout.

To run well, it doesn't just need wasm64 (which I worked on btw!) but it also needs the wasm64 memory to not commit until touched, or have a feature that allows Goose to do that. That and larger total memory. I pushed for that a while ago but I don't think it is possible today.
I don't know if it's applicable here, but Wasm programs can access multiple memories.
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Wow, from the developer of Amiga E: https://strlen.com/amiga-e/

This was my first programming language. Good old times!

Haha small world :)
This may be a dumb question, but can't one implement the "N data stacks" in C and thus basically get the principal feature of Goose while staying with C syntax and paying with verbosity?
Since Goose, compile to C, I guess the answer is yes, but..

With the but part being the really interesting one.

Goose compiles to C, so yes
For Windows, these N data stacks would probably just RESERVE the address space, and as it grows COMMIT it, right?

I guess there would be some penalty to be paid here for smaller pages, but being mostly contigous might also help some.

That to be said, such language seems to require 64-bit virtual address space in order to function reasonably, right?

Also a .dll written in it might not be the best suited, for example if loaded in the middle of fragmented virtual address space it may need to find itself hard to allocate N contigious data stacks (do they absolutely have to be contiguous, what if they are simply ropes or deques or connected chunks ... obviously if some data structure requires to be contigous that would be a problem, but maybe this can be expressed somehow.... or maybe I'm overthinking here).

Super excited about this!

Yup that's how it works. Goose runs great on Windows. Yes, it be very tight to make work on 32-bit. DLLs definitely possible, most Goose programs only use a fraction of the 64-bit address space.
If any Vim/NeoVim users want to play with the language, I made Vim plugin for Goose:

Link: https://github.com/exaroth/goose-lang.vim

Great work on Goose, a whole load of practical thought went into it!

I’d love to see 1st class lightweight ‘processes’ and typed comms, like CSP. These light processes would be cheap to spawn in the thousands, with synchronous comms. So it’s possible to quickly use arbitrary networks rather than OS thread worker pools with queues. Maybe like:

fn produce(out: chan<i32>) { for i in 1000 { send(out, i); } }

fn consume(inp: chan<i32>) { for i in 1000 { print(recv(inp)); } }

fn main() { let c = chan<i32>();

  par {
    produce(c);
    consume(c);
  }
}
Have you seen the way Goose does threads? It's actually pretty close to what you're talking about: https://aardappel.github.io/goose/docs/reference.html#22-thr...
What are the down sides? That's the key question when a better thing comes along.
These are some downsides: https://github.com/aardappel/goose/blob/master/docs/tutorial...
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> Returns across multiple calls. `return err from load` returns from a function any number of frames up, statically checked, with no unwinder, no `Result` type and no `?` on every call.

Does this mean you have to know the name of the function calling you that's supposed to handle the error? What if you're a library and don't know that?

There was some discussion about this in the Goose discord a few days ago.

One idea that came up was this: you could define a particuda function name as the "landing pad" for handling particular error kinds. Then you "wrap" calls to the library in a function with this name. Here's a part from a larger worked example:

    fn catch_io<F: fn()>() -> IoError {
      F();
      return IoError{ message: "", ok: true }
    }

    let err = catch_io() { c(); };
https://gist.github.com/bkietz/9bf510299ab62bb4c7f7d2db6eff0...

Mind you, this was just discussion, no experience with how well this would work in practice.

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Lobster is the author's other programming language, previously discussed on HN: https://news.ycombinator.com/item?id=47239955
Interesting. Lobster rocks, and Goose is similar to something I've been building on the side, but would rather have someone build for me... Hopefully this guy does it!
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This is fascinating, and I'm excited to see an entirely different approach in this space. It looks like the learning curve is going to be a little steep, but if it all works, the underlying principle is very elegant.
Maybe I'm dumb but how can a proper language work without heap and only use stack memory, stack only works if you know the size you want before compiling, or am I wrong ?
A stack can grow arbitrarily deep (in practice, assuming 64-bit address space), but it grows only in one dimension. However, you can also have arbitrarily many stacks, so you can have a separate stack for every single thing that can grow in size in your program (by statically analyzing what variables hold data structures that could grow, and how many stacks at most you will need at the peak when program runs).
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I'm curious, when returning a dynamically sized array from a function, does the whole array need to be copied? C++/Rust would simple move the array out of the function (i.e., they would only copy the pointer to the underlying data), but it seems this wouldn't work in Goose if the stack the dynamic array lives in is cleared on return?
Goose determines where the array will be copied to at compile time and allocates it there.

Rust does a similar thing. When a function returns a value, a location for it will be put in the callers stack frame. That means it automatically stack-allocates values when feasible. The downside in Rust is you need to know the size of the value at compile time whereas Goose can do it for arbitrarily sized values

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Just the name made me think it would be an esoteric language with instructions encoded as "DUCK DUCK ... GOOSE"
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Interesting, but can you write something like an LRU cache?
I’m wondering: could one achieve the same level of ergonomicity (lack of lifetimes, Rc, …) by imposing a similar “discipline” with thinking ahead about data storage, and staying within a subset of Rust?

Edit: I guess one would still miss Goose’s memory layout, which is (if I understand correctly) where it wins in performance.

mighty interesting, i scanned the nuances about the memory model, but it doesn't explicitly say so, but am I right that some workloads will result in heavy fragmented physical memory allocations?
No, I don't see how that would be. It will map process address space to physical memory just like other programs. Physical memory is already not guaranteed to look anything like your process address space, and that is not a problem (for caches, or anything else).
> One memory model: stacks, and scope exit is the free

What are the ergonomics of this I wonder.

Well, my dayjob is writing JavaScript and I've having a blast writing Goose code by hand in my spare time in the last weeks, so it can't be that bad.
Can someone explain the weird phrasing here "Nothing moves, so references survive growth" that AI does.
Almost all languages rely on reallocation when a growable array grows, which means you can't store pointers to elements, as they get invalidated upon a reallocation.

In Goose, things grow in-place only, since they have a large amount of address space reserved.

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God the AI slop writing is horrible. Please just write the docs yourself, as others have stated, I can’t trust this at all. The “the one idea” made me cringe so hard I almost fell out of my seat. Every time I make something that’s exactly what Claude writes for the starting page.
Have you considered rewriting your unintelligible slop comments with AI ?
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> Memory is a handful of data stacks that the compiler assigns statically

I doubt this can work well in all cases. Sooner or later one needs proper heap.

I hate when I see a new programming language, get my hopes up and it turns out to be AI slop again.

There might be some decent design ideas there but if you can't be arsed to write them down in your own words but instead make me read AI generated slop I am out.

Look at my language: https://github.com/Panzerschrek/U-00DC-Sprache/. It has plenty of interesting ideas, but is fully human-written (and will remain human-written).
Oh, I love that!

Mandatory initialization, strong typing, context free grammar, lots of good basics. If you get the C++ header converter to work so you can use most C++ libraries I could see this as a great C++ replacement.

I love that the logo is a very fast goose
He didn’t comment on goose. He talked about a concept and the goose guy said “that’s like my idea”. And John said “yeah sounds like it”.
You can see from his comment that he apparently went to the Goose repo and read it. What he references is neither in his original tweet nor my reply.
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I remember Intel’s segmented memory model, and in the end everyone just wanted a single large and flat segment
The right ideas. Not optimized for reallocation. Creates pressure to overload types, making secure software unattainable.
Would be interesting to see Luke’s Zed language from the replies on HN.
Im not gonna judge it by anything other than name. Its awesome, Goose it up.
Rewrote a little pet project of mine from Rust to Goose. From 17MB ram usage to 6MB ram usage. It's not much but it's honest work.

https://nephew-tommy-pranks.up.railway.app

Do android dream of goose?
If only I had known back when I was buying a floppy of Wolfenstein 3d in the 90s that the game that lets you shoot Nazis and their German shepherds would directly lead to actual Nazi mutant cyborg war dogs.

https://www.motherjones.com/politics/2026/10/palmer-luckey-a...

Can't wait find out what terrible crimes against humanity Goose will cause.

I get a headache reading this Readme. So much llm slop. Is the project itself a vibe as well?

I find it hard to invest any time in learning about a project if the surface symbols indicate it being a low effort project.

It's less being slop and more being technical bomb drop, especially the features section. (And this section pales in comparison to the implementation notes.) Although Claude-generated, it reads fine to programming language nerds like the author but, indeed, will give headaches to those that aren't.
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If you can't be bothered to read and structure your own README after getting an AI agent to write more than 10,000+ lines on a single page, it becomes a DONTREADME.md.

Yet, the author expects YOU to read all of what they didn't write. So I ain't reading all of that.

Keep going, and I hope more people start rolling their own languages.

If anyone is interested, I'm fairly close to finalizing Slang and I'm considering open-sourcing it in the near future. What originally started as a simple register based lang for an embeddable VM turned into an insanely expressive meta?programming language. Full system Fω, expansive whole program reflection (you can reflect on absolutely anything), string memory & logic safety..

You can do stuff like this:

   (fn answer () -> i64 0)
   (defpass build-answer
     (phase source)
     (transform (lambda (f)
       (fn-with f 'body '(let ((a (arr (42)))) (at a 0)))))
     (safety (lambda (goal) (syntax (refl)))))
   (run-pass build-answer answer)
   (fnmut answer
     (transform (lambda (f)
       (if (memory-safe? (check-memory (current-program)))
         f (syntax-error 'unproved-memory)))))
   (defpass inspect-ssa
     (phase ssa)
     (transform (lambda (f)
       (if (memory-safe? (check-memory (ssa-current-program)))
         f (syntax-error 'unproved-ssa-memory))))
     (proof (lambda (goal) (syntax (refl)))))
   (run-pass inspect-ssa answer)
   (answer)
or this:

   (fn next ((i i64)) -> i64 (+ i 1))
   (fncontract next
     (ensures result (successor (Eq i64 result (+ (old i) 1)) auto)))
   (fn read-second ((i i64)) -> i64
     (let ((a (arr (0 42)))) (at a i)))
   (fncontract read-second (requires (one (Eq i64 i 1))))
   (let ((i (next 0)))
     (with-proof ((one (Eq i64 i 1) (result-proof i successor)))
       (print (read-second i))))
it also supports full inline asm or llvm ir:

   (var answer 0)
   (asm (input rdi 20)
        (input rsi 22)
        (output rax answer)
        (mov rdi rax)
        (add rsi rax))
   (print answer)

   (macroop \ (a) (asm (mov a rax)))
   (\ 42)

   (print (llvm add 20 22))
   (print (->i64 (llvm fused-multiply-add (f64) 6.0 7.0 0.0)))
   (llvm fn sum32 ((x i32) (y i32)) -> i32
     (block entry
       (value answer (llvm add x y (declare (flags nsw))))
       (llvm return answer)))
   (print (->i64 (sum32 (the i32 20) (the i32 22))))

Even though you can write this by hand, the core idea is to get a very dense and terse language that LLMs can emit while guaranteeing safety and performance.
You should submit your own ShowHN to talk about it rather than hijack some other language’s announcement thread.
> Even though you can write this by hand, the core idea is to get a very dense and terse language that LLMs can emit while guaranteeing safety and performance.

So now your safety and performance issues are in the LLM and whatever prose you feed it for it to generate slang. Have you gained anything?

(Not meant to detract from the language. It's just that this particular goal seems... strange).

Try Common Lisp and Coalton. Also, Common Lisp and that one math proof solver.
PLEASE rewrite this without AI-isms. AI can write perfectly good code now, but its prose - even the latest models - is just awful to read. It hurts my brain to read this.
I like it this way, it gives correct expectations regarding effort put into the rest of the project.
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There will never be another new mainstream programming languages.
Looks cool, and well developed. But really, cover pages need some better TL;DR, about the purpose. What is it for? There are a ton of languages out there. What gap is this filling? What is the purpose, the use case. Why do I need to keep reading further?

Edit Man, two posting about Goose back to back. Carmack alone might be enough to read further.

https://news.ycombinator.com/item?id=50224100

I think it is a general systems programming language that fits for a variety of use cases but especially well with trees, records and where you want to have direct data (de-)serialization, like flatten out a tree and pick it up then (last one reminds me of FlatBuffers, another invention of the programming language author). I think if you look into the Discord channel there's some nice examples.
I can't see a reason to use this and not C++ It reads like slop text
> and scope exit is the free

And doc is the slop.

Obviously the guy is replying to something that you can't see without logging in twitter. And without context this means little
> Obviously the guy is replying to something that you can't see without logging in twitter.

I could follow the link and read the thread and I don't have an X account.

You can also check out the language's website by googling "goose programming language", which should lead you to: https://aardappel.github.io/goose/index.html

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Twitter is gone, in more ways than one. RIP.
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