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+How to write a gedit plugin
+===========================
+
+The [gedit-development-getting-started.md](gedit-development-getting-started.md)
+documentation is a good start.
+
+Programming language for a gedit plugin
+---------------------------------------
+
+The preferred language is the C language, that way the code can be easily
+refactored to be included in a library.
+
+Rust and Vala plugins are possible too since they are equivalent to C.
+
+Python plugins are possible too.
+
+### What if I prefer to write in Ruby/JS/Scheme/Perl/C#/modula-2/Oz/whatever…
+
+While GObject allows you to use many other languages, using more than one
+interpreter in the same process is not possible, not only because of bloat and
+performance, but also because different interpreted languages cannot manage
+garbage collections of GObjects at the same time: see
+[this email](https://mail.gnome.org/archives/desktop-devel-list/2010-August/msg00036.html).
+
+The gedit developers have chosen Python as the interpreted language.
+
+API reference
+-------------
+
+Build gedit with `-D gtk_doc=true`, you can then browse the API reference in the
+[Devhelp](https://wiki.gnome.org/Apps/Devhelp) application.
+
+To know how to write a plugin, refer to the
+[libpeas](https://wiki.gnome.org/Projects/Libpeas) documentation as well.
+
+More documentation and tips
+---------------------------
+
+More documentation, for example a tutorial, would be useful. In the meantime,
+the recommended thing to do is to see how core gedit plugins are implemented.
+
+### Unofficial documentation and tutorials (may be outdated)
+
+- [Writing plugins in Python](https://wiki.gnome.org/Apps/Gedit/PythonPluginHowTo) (a little outdated)
+- [Writing plugins in Vala](https://wiki.gnome.org/Projects/Vala/Gedit3PluginSample) (maybe outdated)