[Go] Suggestion: change trace function to take array of bytes instead of string in golang
 I wanted to debug some stuff and print some integers to the console. I wrote some integer printing code.  

```go
func printInt(r int) {
	var bytes [6]byte
	bytesIndex := 5
	byteLen := 0
	const MAXX = 1000_000
	for i := 10; i < MAXX; i *= 10 {
		rem := r % i
		bytes[bytesIndex] = digitToByte(rem * 10 / i)
		r -= rem
		bytesIndex--
		byteLen++
		if r < 1 || bytesIndex < 0 {
			break
		}
	}
	trace(string(bytes[:]), byteLen)
}
```

But after few prints the colors in game started changing. The problem were hidden memory allocations during string operations. The problem is strings in golang allocate on the heap on creation. It seems that this heap allocation doesn't care where it allocates memory and my color pallete got overwritten by string data! I think it would be better if the trace function in golang was like c++ version so it takes array of bytes so we avoid allocating memory with string type. Like this:

```go
func trace (str []byte, byteLength int);
```