When is a contract constructor called? - ethereum

From this solidity doc I know that the constructor is called once when the contract is created. But are there other instances that the constructor is called?
I am looking for all possible cases that the constructor of a contract will be called to better understand the use of a constructor in smart contracts and the consequences of not having a constructor.

No. As it say in the docs, constructor is called only once.
When a contract is created, its constructor (a function declared with the constructor keyword) is executed once.
It would be a huge security breach if it could be called more than once, since constructor usually sets up contract ownership and other important variables.
Parity hack happened exactly because it was possible to call the "constructor" multiple times using delegatecall.

Related

Can Ethereum transaction (calling contract function) fail for reasons other than assert()/require()/revert() or gas issues?

When running a private Ethereum network not requiring gas for transactions, can a contract function transaction fail for some "unpredictable" issue, other than explicit invocation of assert()/require()/revert(), for example dividing by 0 or some other issue with EVM or beyond EVM?
division by zero
integer overflow/underflow in Solidity 0.8+ (previous versions let the number overflow, 0.8 throws an exception)
accessing out-of-bounds array index
message call (aka internal transaction) to an address that does not implement the called function (might have been selfdestruct or changed implementation behind a proxy)
These I could think of right now. I'm sure there's more examples, generally runtime errors cause by some logical mistake.

Solidity inline-assembly: Calling other functions within one contract and using interfaces

i am currently running into the issue that I can't call an outside function within my smart contract.
So for example, I have my function f() including the inline assembly code from which I want to call the function g() which is also within the smart contract.
Is this even possible? And if yes, is it also possible to use interfaces within assembly?
Thank you for your time.
No, it is currently not possible to call Solidity functions from inline assembly. You can only call Yul functions declared within the same assembly block. There are plans to allow calling functions defined in other assembly blocks but these would still be Yul functions and not Solidity functions.
As for interfaces, from the perspective of inline assembly an interface is just an address. You can do low-level calls from assembly blocks so technically you can use an interface but this is no different than just using an address variable and you do not get any of the high-level syntax you have at the Solidity level. For example you have to manually encode the function selector and the arguments and then process the result.

What is an owning contact?

While going through solidity documentation I came across a term 'the owning contract' which i didnt understand.
A contract in the sense of Solidity is a collection of code (its functions) and data (its state) that resides at a specific address on the Ethereum blockchain. The line uint storedData; declares a state variable called storedData of type uint (unsigned integer of 256 bits). You can think of it as a single slot in a database that can be queried and altered by calling functions of the code that manages the database. In the case of Ethereum, this is always the owning contract. And in this case, the functions set and get can be used to modify or retrieve the value of the variable.
The owning contract means the contract that owns that block of storage on the Ethereum blockchain. The contract that "owns" this memory block is allowed to execute functions that read/write/delete/update the block's contents.
See this answer for a discussion of the two types of "memory/storage"

Callback functions: what are they in computer programming languages?

I see a lot of callback functions in low-level API's like Win32. But I am confused on what a callback function or callback subroutine is. Is an event in c# considered a callback function?
A callback function is a function that is passed to something else, which will later call the function to notify the user of something. This implies that there must be a way to pass a reference to a function to another, for instance a type of function pointer. In .NET, delegates are used.
An event handler method is an example of a callback function.
In .NET a delegate is the closest match to a Win32 API type callback, though a delegate is far more functional. Events themselves are based on underlying delegates.
The most common use for a callback in the Win32 API is to enumerate resource or something similar. For example the EnumChildWindows API will kick off the enumeration of all the child windows of a specific window and call your custom callback routine for each child window found. Within that callback you can perform any actions that are relevant to your requirement that relate to the specific child window, for example you might be trying to enumerate the windows to programatically find a specific window based on some custom criteria that relates to that window, and once you find the window you can force the termination of the enumeration by returning false from the callback.
In .NET this pattern of using a callback is not required because a more formalized solution is available using the IEnumerable interface.
Callbacks are a specific case of continuations. To quote PFPL, ch 30:
[first class] continuations ... are ordinary values with an indefinite lifetime that
can be passed and returned at will in a computation. Continuations never
“expire”, and it is always sensible to reinstate a continuation without compromising safety. Thus continuations support unlimited “time travel” — we can go back to a previous point in the computation and then return to
some point in its future, at will.
Why are continuations useful? Fundamentally, they are representations
of the control state of a computation at a given point in time. Using continuations we can “checkpoint” the control state of a program, save it in a
data structure, and return to it later
Thus callbacks are just yet another example of continuations. Their use for asynchronous event processing follows from the ability to restore execution to some state via the continuation.
Continuations are particularly easy to use in languages with first class functions, and higher-order functions.
References: Practical Foundations for Programming
Languages, Robert Harper, 2011.

What is the difference between message-passing and method-invocation?

Is there a difference between message-passing and method-invocation, or can they be considered equivalent? This is probably specific to the language; many languages don't support message-passing (though all the ones I can think of support methods) and the ones that do can have entirely different implementations. Also, there are big differences in method-invocation depending on the language (C vs. Java vs Lisp vs your favorite language). I believe this is language-agnostic. What can you do with a passed-method that you can't do with an invoked-method, and vice-versa (in your favorite language)?
Using Objective-C as an example of messages and Java for methods, the major difference is that when you pass messages, the Object decides how it wants to handle that message (usually results in an instance method in the Object being called).
In Java however, method invocation is a more static thing, because you must have a reference to an Object of the type you are calling the method on, and a method with the same name and type signature must exist in that type, or the compiler will complain. What is interesting is the actual call is dynamic, although this is not obvious to the programmer.
For example, consider a class such as
class MyClass {
void doSomething() {}
}
class AnotherClass {
void someMethod() {
Object object = new Object();
object.doSomething(); // compiler checks and complains that Object contains no such method.
// However, through an explicit cast, you can calm the compiler down,
// even though your program will crash at runtime
((MyClass) object).doSomething(); // syntactically valid, yet incorrect
}
}
In Objective-C however, the compiler simply issues you a warning for passing a message to an Object that it thinks the Object may not understand, but ignoring it doesn't stop your program from executing.
While this is very powerful and flexible, it can result in hard-to-find bugs when used incorrectly because of stack corruption.
Adapted from the article here.
Also see this article for more information.
as a first approximation, the answer is: none, as long as you "behave normally"
Even though many people think there is - technically, it is usually the same: a cached lookup of a piece of code to be executed for a particular named-operation (at least for the normal case). Calling the name of the operation a "message" or a "virtual-method" does not make a difference.
BUT: the Actor language is really different: in having active objects (every object has an implicit message-queue and a worker thread - at least conceptionally), parallel processing becones easier to handle (google also "communicating sequential processes" for more).
BUT: in Smalltalk, it is possible to wrap objects to make them actor-like, without actually changing the compiler, the syntax or even recompiling.
BUT: in Smalltalk, when you try to send a message which is not understoof by the receiver (i.e. "someObject foo:arg"), a message-object is created, containing the name and the arguments, and that message-object is passed as argument to the "doesNotUnderstand" message. Thus, an object can decide itself how to deal with unimplemented message-sends (aka calls of an unimplemented method). It can - of course - push them into a queue for a worker process to sequentialize them...
Of course, this is impossible with statically typed languages (unless you make very heavy use of reflection), but is actually a VERY useful feature. Proxy objects, code load on demand, remote procedure calls, learning and self-modifying code, adapting and self-optimizing programs, corba and dcom wrappers, worker queues are all built upon that scheme. It can be misused, and lead to runtime bugs - of course.
So it it is a two-sided sword. Sharp and powerful, but dangerous in the hand of beginners...
EDIT: I am writing about language implementations here (as in Java vs. Smalltalk - not inter-process mechanisms.
IIRC, they've been formally proven to be equivalent. It doesn't take a whole lot of thinking to at least indicate that they should be. About all it takes is ignoring, for a moment, the direct equivalence of the called address with an actual spot in memory, and consider it simply as a number. From this viewpoint, the number is simply an abstract identifier that uniquely identifies a particular type of functionality you wish to invoke.
Even when you are invoking functions in the same machine, there's no real requirement that the called address directly specify the physical (or even virtual) address of the called function. For example, although almost nobody ever really uses them, Intel protected mode task gates allow a call to be made directly to the task gate itself. In this case, only the segment part of the address is treated as an actual address -- i.e., any call to a task gate segment ends up invoking the same address, regardless of the specified offset. If so desired, the processing code can examine the specified offset, and use it to decide upon an individual method to be invoked -- but the relationship between the specified offset and the address of the invoked function can be entirely arbitrary.
A member function call is simply a type of message passing that provides (or at least facilitates) an optimization under the common circumstance that the client and server of the service in question share a common address space. The 1:1 correspondence between the abstract service identifier and the address at which the provider of that service reside allows a trivial, exceptionally fast, mapping from one to the other.
At the same time, make no mistake about it: the fact that something looks like a member function call doesn't prevent it from actually executing on another machine or asynchronously, or (frequently) both. The typical mechanism to accomplish this is proxy function that translates the "virtual message" of a member function call into a "real message" that can (for example) be transmitted over a network as needed (e.g., Microsoft's DCOM, and CORBA both do this quite routinely).
They really aren't the same thing in practice. Message passing is a way to transfer data and instructions between two or more parallel processes. Method invocation is a way to call a subroutine. Erlang's concurrency is built on the former concept with its Concurrent Oriented Programing.
Message passing most likely involves a form of method invocation, but method invocation doesn't necessarily involve message passing. If it did it would be message passing. Message passing is one form of performing synchronization between to parallel processes. Method invocation generally means synchronous activities. The caller waits for the method to finish before it can continue. Message passing is a form of a coroutine. Method-invocation is a form of subroutine.
All subroutines are coroutines, but all coroutines are not subroutines.
Is there a difference between message-passing and method-invocation, or can they be considered equivalent?
They're similar. Some differences:
Messages can be passed synchronously or asynchronously (e.g. the difference between SendMessage and PostMessage in Windows)
You might send a message without knowing exactly which remote object you're sending it to
The target object might be on a remote machine or O/S.