--- language: Solidity filename: learnSolidity.sol contributors: - ["Nemil Dalal", "https://www.nemil.com"] --- Solidity is a statically typed, contract programming language for [Ethereum](https://www.ethereum.org/) that has similarities to Javascript and C. Like an object in object-oriented languages, each contract contains state variables, functions, and common data types. Contract-specific features include modifier (guard) clauses, event notifiers, and custom variables. Solidity lets you program on Ethereum, a blockchain-based virtual machine that allows the creation and computation of smart contracts, without needing centralized or trusted parties. As Solidity and Ethereum are under active development, experimental or beta features are explicitly marked, and subject to change. Pull requests welcome. ```javascript // Let's start with a simple Bank contract, before diving into to the key components of the language // ** START EXAMPLE ** // Start with a Natspec comment (the three slashes) that can be used // for documentation - and as descriptive data for UI elements /// @title A simple deposit/withdrawal bank built on Bitcoin // All contracts are declared and named (in CamelCase) // They are similar to 'class' in other languages (and allow capabilities like inheritance) contract AcmeBank { // Declare state variables outside a function, // these are persistent throughout the life of the contract // a dictionary that maps addresses to balances mapping (address => uint) balances; // the 'public' makes 'owner' externally readable by users or contracts // (but not writeable) - address public owner; // Constructor, can receive one or many variables here function AcmeBank() { // msg is a default variable that provides both the // contract messager's address and amount owner = msg.sender; // msg.sender refers to the address of the contract creator } function deposit(uint balance) public { balances[msg.sender] += msg.value; // no need for "this." or "self." in front of the state variable return balances[msg.sender]; // msg.sender refers to the contract caller } function withdraw(uint withdrawAmount) public returns (uint remainingBalance) { if(balances[msg.sender] >= withdrawAmount) { balances[msg.sender] -= withdrawAmount; if (!msg.sender.send(withdrawAmount)) { balances[msg.sender] += withdrawAmount; } return balances[msg.sender]; } } // It's good practice to have a remove function, which disables this // contract - but does mean that users have to trust the owner function remove() { if(msg.sender == owner) { // Only let the contract creator do this suicide(owner); // suicide makes this contract inactive, and returns funds to the owner } } // The 'constant' prevents the function from editing state variables function balance() constant { return balances[msg.sender]; } // Fallback function // The fallback function is called if none of the other functions matches the given function identifier. // It is often meant to be called when invalid data is sent or ether without data. // Added so that ether sent to this contract is reverted if the contract fails // otherwise, the sender loses their money; you should add this in most contracts function () { throw; } } // ** END EXAMPLE ** // Now let's go through the basics of Solidity // 1. DATA TYPES AND ASSOCIATED METHODS // uint is the data type typically used for currency (there are no doubles // or floats) and for dates uint x; // with 'constant', the compiler replaces each occurence with the acutal value // int of 256 bits, cannot be changed after instantiation int constant a = 8; int256 constant a = 8; // same effect as line above, here the 256 is explict // For both int and uint, you can explicitly set space in steps of 8 // e.g., int8, int16 uint8 b; int64 c; uint248 e; // Type casting int x = int(b); bool b = true; // or do 'var b = true;' for inferred typing // Addresses - holds 20 byte/160 bit Ethereum addresses to another contract // ('Contract Account)') or person/external entity ('External Account') address public owner; // Add 'public' field to indicate publicly/externally accessible, a getter is automatically created, but NOT a setter // All addresses can be sent ether in the following way: owner.send(SOME_BALANCE); // returns false on failure owner.balance; // the balance of the owner // Bytes are provided from 1 to 32 byte a; // byte is same as bytes1 bytes32 b; // Dynamically sized bytes m; // A special array, same as byte[] (but packed tightly) // same as bytes, but does not allow length or index access (for now) string n = 'hello'; // Type inference // var does inferred typing based on first assignment, // can't be used in functions parameters var a = true; // there are edge cases where inference leads to a value being set (e.g., an uint 8) // that is different from what the user wanted (uint16), so use carefully // by default, all values are set to 0 on instantiation // Delete can be called on most types, and will set the values to 0 by assignment uint x = 5; delete(x); // x is now 0 // 2. DATA STRUCTURES // Arrays bytes32[5] nicknames; // static array bytes32[] names; // dynamic array uint newLength = names.push("John"); // adding returns new length of the array // Length names.length; // get length names.length = 1; // lengths can also be set, unlike many other languages // Dictionaries (any type to any other type) mapping (string => uint) public balances; balances["john"] = 1; console.log(balances[jill]); // is 0, all non-set key values return zeroes // The 'public' lets you do the following from another contract contractName.balances("john"); // returns 1 // The 'public' keyword here created a getter (but not setter) that behaves like the following: function balances(address _account) returns (uint balance) { return balances[_account]; } // To delete delete(balances["John"]); delete(balances); // deletes all elements // Unlike languages like Javascript, you cannot iterate through all elements in // a map, without knowing the source keys // Structs and enums struct Bank { // note the capital address owner; uint balance; } Bank b = Bank({ owner: msg.sender, balance: 5 }); delete(b); // set all values to 0, except any mappings // Enums enum State { Created, Locked, Inactive }; State public state; // Declare variable from enum state = State.Created; // enums can be explicitly converted to ints // Data locations: Memory vs. storage - all complex types (arrays, structs) have a data location // 'memory' does not persist, 'storage' does // Default is 'storage' for local and state variables; 'memory' for function parameters // 3. Variables of note // ** this ** this; // the address of the current contract // 'balance' often used at the end of a contracts life to send the // remaining balance to a party this.balance; this.someFunction(); // calls a function externally (via a message call, not via an internal jump) // ** msg - The current message received by the contract ** ** msg.sender; // address, The address of the sender msg.value; // uint, The amount of gas provided to this contract in wei msg.data; // bytes, complete call data msg.gas; // remaining gas // ** tx - This transaction ** tx.origin; // address, sender of the transaction tx.gasprice; // uint, gas price of the transaction // ** block - Information about the current block ** now // uint, current time, alias for block.timestamp block.number; // uint, current block number block.difficulty; // uint, current block difficulty block.blockhash(1); // returns bytes32, only provides for most recent 256 blocks block.gasLimit(); // ** storage - A persistent storage hash (does not need to be declared) ** storage['abc'] = 'def'; // maps 256 bit words to 256 bit words // 4. FUNCTIONS AND MORE // A. Functions // Simple function function increment(uint x) returns (uint) { x += 1; return x; } // Functions can return many arguments, and by specifying the returned arguments // you don't need to explicity return function increment(uint x, uint y) returns (uint x, uint y) { x += 1; y += 1; } // This function would have been called like this, and assigned to a tuple uint (a,b) = increment(1,1); // The 'constant' indicates and ensures that a function does not/cannot change the persistent variables uint y; function increment(uint x) constant returns (uint x) { x += 1; y += 1; // this line would fail // as y is a state variable, and can't be changed in a constant function } // There are a few 'function visibility specifiers' that can be placed where 'constant' // is, which include: // internal (can only be called by an internal function, not one external to the contract) // public - visibile externally and internally // private - only visible in the current contract // Functions are hoisted (so you can call a function, even if it is declared later) - and you can assign a function to a variable function a() { var z = b; b(); } function b() { } // B. Events // Events are an easy way to notify external listeners that something changed // You typically declare them after your contract parameters event Sent(address from, address to, uint amount); // You then call it in a function, when you want to trigger it sent(from, to, amount); // For an external party (a contract or external entity), to watch // for an event, you write the following: Coin.Sent().watch({}, '', function(error, result) { if (!error) { console.log("Coin transfer: " + result.args.amount + " coins were sent from " + result.args.from + " to " + result.args.to + "."); console.log("Balances now:\n" + "Sender: " + Coin.balances.call(result.args.from) + "Receiver: " + Coin.balances.call(result.args.to)); } } // This is a common paradigm for one contract to depend on another (e.g., a // contract that depends on the current exchange rate provided by another // contract) // C. Modifiers // Modifiers let you validate inputs to functions such as a minimal balance or user authentication // It's similar to a guard clause in other languages // The '_' (underscore) must be included as the last line in the function body, and is an indicator that the // function being called should be placed there modifier onlyBefore(uint _time) { if (now >= _time) throw; _ } // You can then append it right after the function declaration function changeOwner(newOwner) onlyBefore(someTime) { owner = newOwner; } // 5. BRANCHING AND LOOPS // All basic logic blocks work - including if/else, for, while, break, continue, return // switch is not provided // Syntax is the same as javascript, but there is no type conversion from // non-boolean to boolean, so comparison operators must be used to get the boolean value // 6. OBJECTS/CONTRACTS // A. Calling an external contract contract infoFeed { function info() returns (uint ret) { return 42; } } contract Consumer { InfoFeed feed; // create a variable that will point to a contract on the blockchain // Set feed to an existing contract function setFeed(address addr) { // Link to the contract by creating on the address feed = InfoFeed(addr); } // Set feed based to a new instance of the contract function createNewFeed() { feed = new InfoFeed(); } function callFeed() { // T final parentheses call the contract, optionally adding // custom value or gas numbers feed.info.value(10).gas(800)(); } } // B. Inheritance // Order matters, last inherited contract (i.e., 'def') can override parts of the previously // inherited contracts contact MyContract is abc, def("a custom argument to def") { // Override function function z() { if (msg.sender == owner) { def.z(); // call overridden function } } }; // C. Import import "filename"; import "github.com/ethereum/dapp-bin/library/iterable_mapping.sol"; // Importing is under active development and will change // Importing cannot currently be done at the command line // 7. CONTRACT DESIGN PATTERNS // A. Obfuscation // Remember that all variables are publicly viewable on the blockchain, so // anything that needs some privacy needs to be obfuscated (e.g., hashed) // B. Throwing // Throwing throw; // throwing is easily done, and reverts unused money to the sender // You can't currently catch // A common design pattern is: if (!addr.send(123)) { throw; } // C. Suicide // Suicide suicide(SOME_ADDRESS); // suicide the current contract, sending funds to the address (often the creator) // This is a common pattern that lets the owner end the contract function remove() { if(msg.sender == owner) { // Only let the contract creator do this suicide(owner); // suicide makes this contract inactive, and returns funds to the owner } } // D. Storage optimization // Reading and writing can be expensive, as data needs to be stored in the // blockchain forever - this encourages smart ways to use memory (eventually, // compilation may better handle this, but for now there are benefits to // planning your data structures) // *** EXAMPLE: Let's do a more complex example *** // ** START EXAMPLE ** // [TODO: Decide what a more complex example looks like, needs a few characteristics: // - has a 'constant' state variable // - has a state machine (and uses modifier) // - sends money to an address // - gets information from another contract (we'll show code for both contracts) // - Shows inheritance // - show variables being passed in on instantiation (and guard code to throw if variables not provided) // - Shows the swapping out of a contract address // Ideas: // - crowdfunding? // - Peer to peer insurance // ] // *** END EXAMPLE *** // 7. NATIVE FUNCTIONS // Currency units // By default, currency is defined using wei, the smallest unit of Ether uint minAmount = 1 wei; uint a = 1 finney; // 1 ether = 1000 finney // There are a number of other units, see: http://ether.fund/tool/converter // Time units 1 == 1 second 1 minutes == 60 seconds // You typically multiply a variable times the unit, as these units are not // directly stored in a variable uint x = 5; (x * 1 days); // 5 days // Be careful about leap seconds and leap years when using equality statements for time (instead, prefer greater than/less than) // Cryptography // All strings passed are concatenated before the hash is run sha3("ab", "cd"); ripemd160("abc"); sha256("def"); // 8. COMMON MISTAKES/MISCONCEPTIONS // A few common mistakes and misconceptions: // A. You cannot restrict a human or computer from reading the content of // your transaction or a transaction's state // All data to the start of time is stored in the blockchain, so you and // anyone can observe all previous data stats // When you don't specify public on a variable, you are indicating that other *contracts* can't // read the data - but any person can still read the data // TODO // 9. STYLE NOTES // Use 4 spaces for indentation // (Python's PEP8 is used as the baseline style guide, including its general philosophy) ``` ## Additional resources - [Solidity Docs](https://ethereum.github.io/solidity/docs/home/) - [Solidity Style Guide](https://ethereum.github.io/solidity//docs/style-guide/): Ethereum's style guide is heavily derived from Python's [pep8](https://www.python.org/dev/peps/pep-0008/) style guide. - [Browser-based Solidity Editor](http://chriseth.github.io/browser-solidity/) - [Gitter Chat room](https://gitter.im/ethereum/go-ethereum) ## Information purposefully excluded - Libraries Feel free to send a pull request with any edits - or email nemild -/at-/ gmail