Event triggering in solidity - ethereum

I'm currently working on ethereum platform(node.js and solidity). My question is how do I trigger an event in solidity(contract) using node.js?

Here is a sample event definition at smart contract:
contract Coin {
//Your smart contract properties...
// Sample event definition: use 'event' keyword and define the parameters
event Sent(address from, address to, uint amount);
function send(address receiver, uint amount) public {
//Some code for your intended logic...
//Call the event that will fire at browser (client-side)
emit Sent(msg.sender, receiver, amount);
}
}
The line event Sent(address from, address to, uint amount); declares a so-called “event” which is fired in the last line of the function send. User interfaces (as well as server applications of course) can listen for those events being fired on the blockchain without much cost. As soon as it is fired, the listener will also receive the arguments from, to and amount, which makes it easy to track transactions. In order to listen for this event, you would use.
Javascript code that will catch the event and write some message in the browser console:
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));
}
})
Ref:
http://solidity.readthedocs.io/en/develop/introduction-to-smart-contracts.html

Events are triggered from within functions. So, you can trigger one by calling a function that calls an event. Here is more information: Solidity Event Documentation.

So basically you don't trigger the event directly throughout the node.js code.
Let's say you have solidity contract which looks like this:
contract MyContract {
event Deposit(address indexed _from, uint256 _value);
function deposit(uint256 value) public {
...
emit Deposit(msg.sender, value);
...
}
}
In order to trigger the event you have to call the deposit(uint256) function, which would look like this:
const myContract = new web3.eth.Contract(contract_abi, contract_address);
myContract.deposit("1000").send({ from: "0x..." }) // function call
And only if the transaction generated from the function call is successful and you have subscribed to this type of events you will be able to see the emitted event.
On how to subscribe to event

Event is triggered when you call functions of smart contract via web3.
You can just watch events in the node.js to know what happened on-chain.

you can refer this
// SPDX-License-Identifier: MIT
pragma solidity >=0.4.22 <0.8.0;
contract EventExample {
event DataStored(uint256 val);
uint256 val;
function storeData(uint256 _val) external {
val = _val;
emit DataStored(val);
}
}

Events allow the convenient usage of the EVM logging facilities, which in turn can be used to “call” JavaScript callbacks in the user interface of a dapp, which listen for these events, you can check here for detail

Add event emit to a function and than call that function. You can also use mock contract (only if necessary) in case you just use events for debugging and don't need an event in contract itself. In this case get a return from your contract function into a mock's function and than fire an event there with that return value. In JS you just need to only call mock's function and then read an event.

You'd have to define the event in your smart contract and have it trigger from a function in your smart contract . To trigger it through node you will have to call the function in your smart contract through web3.

Related

is storing ether in a single contract more gas efficient for a large user base smart contract?

I am trying to build a smart contract application similar to mainstream betting. I would love to know the best way to store user (betters) stakes for a betting event.
The smart contract has an Event contract that any EOA can create.
Each event can have multiple markets.
Let's say an event can be a football match between Manchester United and Chelsea.
A market with this instance can be "double chance" or "3way";
Each market can have multiple pools.
Pools with this instance can be "1X or 12 or X2" or "1 or X or 2" respectively.
Users can place bets on these pools. On placing bets, A Bet contract is created in the pool contract.
Here is an example of the Bet contract
contract Bets is IWeb3BetsBetsV1 {
address public better;
address public eventAddress;
address public marketAddress;
address public poolAddress;
uint256 public stake;
modifier onlyEventOwner {
IWeb3BetsEventV1 betEvent = IWeb3BetsEventV1(eventAddress);
require(tx.origin == betEvent.getEventOwner(), "Only bet owners can apply this function");
_;
}
modifier onlyBetter {
require(tx.origin == better, "Only event better can call this function");
_;
}
constructor(
address _eventAddress,
address _marketAddress,
address _poolAddress,
uint256 _stake,
address _better
) {
eventAddress = _eventAddress;
marketAddress = _marketAddress;
stake = _stake;
better = _better;
poolAddress = _poolAddress;
}
function getBetStake() override external view returns (uint256) {
return stake;
}
function getBetter() override external view returns (address) {
return better;
}
function getBetPoolAddress() override external view returns (address) {
return poolAddress;
}
function getBetMarketAddress() override external view returns (address) {
return marketAddress;
}
function getBetEventAddress() override external view returns (address) {
return eventAddress;
}
function withdraw() override external payable onlyBetter {
require(address(this).balance > 0, "This bet has no funds");
IWeb3BetsEventV1 eventV1 = IWeb3BetsEventV1(eventAddress);
uint status = eventV1.getEventStatus();
// its not equal to pending or started
if (status== 0 && status ==1){
revert("An event must be cancelled or ended to withdraw funds and earnings");
}
IWeb3BetsMarketV1 marketV1 = IWeb3BetsMarketV1(marketAddress);
bool isWinningPool = marketV1.isWinningPool(poolAddress);
if (!isWinningPool){
revert("You lost this bet");
}
payable(msg.sender).transfer(address(this).balance);
}
fallback() payable external {}
receive() payable external {}
}
I have two options for storing user's bets,
Transferring the user's stake (msg.value) to the market contract.
Transferring the user's stake to the Bet contract.
I am looking for a better and cost-efficient way to store the user's bet stake.
The contract algorithm for option one gets all addresses of the winning pool in the market and transfers their respective bet earnings to the Bet's contract getBetterAddress() address. This also only runs when the event creator ends the contract and sets the winning pool for each market. But I have doubts when the betters reaches say one thousand. I will have to loop through them and send their earnings to them respectively.
I would really love some help on which could be the best approach
The second option is indeed better. Wherever you can avoid iterating through something, do it.
In fact, you shouldn't iterate through users at all. You should use a Pull over Push design: https://fravoll.github.io/solidity-patterns/pull_over_push.html

How to add null in text input if user does not enter any address

function deposit(address payable referrer) public payable whenNotPaused
{
}
In my case I need insert address, otherway I will get:
"{"reason":"invalid address","code":"INVALID_ARGUMENT","arg":"","coderType":"address","value":""}"
Is there any way if user not enter any text, can add my own text in Solidity?
This box is marked as required, but I want as not required.
I used shasta.tronscan.org .
In my JS no problem, but if user use directly then need to use from code Solidity.
Thanks
I'm trying to understand your question. Are you want to use default parameters?
Well, Solidity does not support default parameters, but it is on their roadmap (see https://github.com/ethereum/solidity/issues/232). To work around this, just use function overloading:
function deposit() public payable whenNotPaused{
address referrer = 0x..... // use your default parameter.
//Your code
}
function deposit(address payable referrer) public payable whenNotPaused {
// Your Code
}

What does a modifier do in Solidity?

Reading the docs it says to "add semantics to a function in a declarative ways"
Can I understand it as an "interface" in Java?
Modifiers let you wrap additional functionality to a method, so they're kind of like the decorator pattern in OOP.
Modifiers are typically used in smart contracts to make sure that certain conditions are met before proceeding to executing the rest of the body of code in the method.
For example, isOwner is often used to make sure that the caller of the method is the owner of the contract:
modifier isOwner() {
if (msg.sender != owner) {
throw;
}
_; // continue executing rest of method body
}
doSomething() isOwner {
// will first check if caller is owner
// code
}
You can also stack multiple modifiers to streamline your procedures:
enum State { Created, Locked, Inactive }
modifier isState(State _state) {
require(state == _state);
_; // run rest of code
}
modifier cleanUp() {
_; // finish running rest of method body
// clean up code
}
doSomething() isOwner isState(State.Created) cleanUp {
// code
}
Modifiers express what actions are occurring in a declarative and readable manner.
It's just a standard to secure that a certain property is met when somebody calls a particular function.
You can make your own modifier :)
Example 1:
modifier owner() {
if (msg.sender != owner) {
throw;
}
_; // continue executing rest of method body
}
doSomething() isOwner {
// will first check if caller is owner
// code
}
Example 2:
uint256 thisNumber = 4;
modifier HigherThan2(uint256 _x) {
if (_x < 2) {
throw;
}
_; // continue executing rest of method body
}
doMathStuff() HigherThan2(thisNumber) {
// will check if thisNumber is higher than 2
// then, more code
}
On the other hand, you may use predefined modifiers, such as payable.
function ThisSuperICO() payable {
require (msg.value > 0);
// more code
}
Basically is a standard to handle conditions, throwing the call when these conditions are not met.
Hope this helps!
Cheers.
Modifier is a piece of code which consist some validation kind of rules or logic defined by the developer. This piece of code is for the reusability purpose.
It is pass in while defining the function in solidity, the purpose of it is to do some validation before running that respective function, now if the validation is failed then the respective function doesn't execute.
Analogy with node.js/express-framework:- Think of it as middleware function.
Analogy with html form validation function:- When submit is triggered with validation function call and if validation fails then the submit is aborted.
Similar to how we implement role based routes, modifiers are used to protect the functions. Caller can call the function if it passes some conditions.
Smart contracts have 24kb size limit. if its size is greater, you cannot compile the contract. modifiers allow us to reduce the contract size. Imagine you have a large contract and you have 10 protected functions. Implementing if condition inside each function would take up too much space.

my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, startListener); function startListener (e:Event):void;

can you please help me to find what does e: mean in actionscript 3.0 ?
my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, startListener);
function startListener (e:Event):void;
Event listeners (your function startListener) must receive an Event object. Generally this is written as e:Event but could just as easily be hamSandwich:Event. The important part is that it is an Event object.
e is the Event that was dispatched.
You have an object that's called / referenced by my_loader.contentLoaderInfo. At some point, my_loader.contentLoaderInfo might create an Event object, categorize it as a "complete event" (in other words, Event.COMPLETE), and dispatch it to any functions listening to my_loader.contentLoaderInfo for an Event.COMPLETE event. This is done by calling the functions that are listening for that event.
In this case startListener is one of those functions that's listening for that event on my_loader.contentLoaderInfo, so whenever that kind of event is dispatched from that object, one of the functions that's called is startListener. Notice how the type of object that is dispatched and the type for startListener's lone parameter are the same: Event.
A function that's listening to an object for a type of event may wish to examine the event for certain pieces of information, so when that event is dispatched, it is copied by reference to the listening function as the lone argument. So e is a reference to the event that was created and dispatched.
This next little bit may be jumping ahead, but this is an example of how that might be used: One thing some people like to do is to make the same function listen to multiple objects for the same type of event. Something like:
obj1.addEventListener(Event.COMPLETE, myHandler);
obj2.addEventListener(Event.COMPLETE, myHandler);
obj3.addEventListener(Event.COMPLETE, myHandler);
function myHandler(e:Event):void {
// do some stuff
}
So what if one of those objects dispatches a complete event? How does myHandler know which object it belongs to? By looking at e.target:
function myHandler(e:Event):void {
this.doSomething(e.target);
}
e.target is the actual object that dispatched the event, so if the function is listening to multiple objects for the same type of event, e.target would let the function tell those objects apart.
It's a parameter you passes in your custom function e.g.
//Here, data type is a Number and var name is myNum
function doSquare(myNum:Number):void
{
var mySquare:Number = myNum * myNum;
}
Similarly,
//here type is Event and var name is e (you can have any name like evt, event, myEvt etc)
function startListener (e:Event):void
{
trace(e.target.content.width);
trace(e.target.width);
trace(my_loader.width);
}

What is a callback function?

What is a callback function?
Developers are often confused by what a callback is because of the name of the damned thing.
A callback function is a function which is:
accessible by another function, and
is invoked after the first function if that first function completes
A nice way of imagining how a callback function works is that it is a function that is "called at the back" of the function it is passed into.
Maybe a better name would be a "call after" function.
This construct is very useful for asynchronous behaviour where we want an activity to take place whenever a previous event completes.
Pseudocode:
// A function which accepts another function as an argument
// (and will automatically invoke that function when it completes - note that there is no explicit call to callbackFunction)
funct printANumber(int number, funct callbackFunction) {
printout("The number you provided is: " + number);
}
// a function which we will use in a driver function as a callback function
funct printFinishMessage() {
printout("I have finished printing numbers.");
}
// Driver method
funct event() {
printANumber(6, printFinishMessage);
}
Result if you called event():
The number you provided is: 6
I have finished printing numbers.
The order of the output here is important. Since callback functions are called afterwards, "I have finished printing numbers" is printed last, not first.
Callbacks are so-called due to their usage with pointer languages. If you don't use one of those, don't labour over the name 'callback'. Just understand that it is just a name to describe a method that's supplied as an argument to another method, such that when the parent method is called (whatever condition, such as a button click, a timer tick etc) and its method body completes, the callback function is then invoked.
Some languages support constructs where multiple callback function arguments are supported, and are called based on how the parent function completes (i.e. one callback is called in the event that the parent function completes successfully, another is called in the event that the parent function throws a specific error, etc).
Opaque Definition
A callback function is a function you provide to another piece of code, allowing it to be called by that code.
Contrived example
Why would you want to do this? Let's say there is a service you need to invoke. If the service returns immediately, you just:
Call it
Wait for the result
Continue once the result comes in
For example, suppose the service were the factorial function. When you want the value of 5!, you would invoke factorial(5), and the following steps would occur:
Your current execution location is saved (on the stack, but that's not important)
Execution is handed over to factorial
When factorial completes, it puts the result somewhere you can get to it
Execution comes back to where it was in [1]
Now suppose factorial took a really long time, because you're giving it huge numbers and it needs to run on some supercomputing cluster somwhere. Let's say you expect it to take 5 minutes to return your result. You could:
Keep your design and run your program at night when you're asleep, so that you're not staring at the screen half the time
Design your program to do other things while factorial is doing its thing
If you choose the second option, then callbacks might work for you.
End-to-end design
In order to exploit a callback pattern, what you want is to be able to call factorial in the following way:
factorial(really_big_number, what_to_do_with_the_result)
The second parameter, what_to_do_with_the_result, is a function you send along to factorial, in the hope that factorial will call it on its result before returning.
Yes, this means that factorial needs to have been written to support callbacks.
Now suppose that you want to be able to pass a parameter to your callback. Now you can't, because you're not going to be calling it, factorial is. So factorial needs to be written to allow you to pass your parameters in, and it will just hand them over to your callback when it invokes it. It might look like this:
factorial (number, callback, params)
{
result = number! // i can make up operators in my pseudocode
callback (result, params)
}
Now that factorial allows this pattern, your callback might look like this:
logIt (number, logger)
{
logger.log(number)
}
and your call to factorial would be
factorial(42, logIt, logger)
What if you want to return something from logIt? Well, you can't, because factorial isn't paying attention to it.
Well, why can't factorial just return what your callback returns?
Making it non-blocking
Since execution is meant to be handed over to the callback when factorial is finished, it really shouldn't return anything to its caller. And ideally, it would somehow launch its work in another thread / process / machine and return immediately so that you can continue, maybe something like this:
factorial(param_1, param_2, ...)
{
new factorial_worker_task(param_1, param_2, ...);
return;
}
This is now an "asynchronous call", meaning that when you call it, it returns immediately but hasn't really done its job yet. So you do need mechanisms to check on it, and to obtain its result when its finished, and your program has gotten more complex in the process.
And by the way, using this pattern the factorial_worker_task can launch your callback asynchronously and return immediately.
So what do you do?
The answer is to stay within the callback pattern. Whenever you want to write
a = f()
g(a)
and f is to be called asynchronously, you will instead write
f(g)
where g is passed as a callback.
This fundamentally changes the flow-topology of your program, and takes some getting used to.
Your programming language could help you a lot by giving you a way to create functions on-the-fly. In the code immediately above, the function g might be as small as print (2*a+1). If your language requires that you define this as a separate function, with an entirely unnecessary name and signature, then your life is going to get unpleasant if you use this pattern a lot.
If, on the other hand, you language allows you to create lambdas, then you are in much better shape. You will then end up writing something like
f( func(a) { print(2*a+1); })
which is so much nicer.
How to pass the callback
How would you pass the callback function to factorial? Well, you could do it in a number of ways.
If the called function is running in the same process, you could pass a function pointer
Or maybe you want to maintain a dictionary of fn name --> fn ptr in your program, in which case you could pass the name
Maybe your language allows you to define the function in-place, possible as a lambda! Internally it is creating some kind of object and passing a pointer, but you don't have to worry about that.
Perhaps the function you are calling is running on an entirely separate machine, and you are calling it using a network protocol like HTTP. You could expose your callback as an HTTP-callable function, and pass its URL.
You get the idea.
The recent rise of callbacks
In this web era we have entered, the services we invoke are often over the network. We often do not have any control over those services i.e. we didn't write them, we don't maintain them, we can't ensure they're up or how they're performing.
But we can't expect our programs to block while we're waiting for these services to respond. Being aware of this, the service providers often design APIs using the callback pattern.
JavaScript supports callbacks very nicely e.g. with lambdas and closures. And there is a lot of activity in the JavaScript world, both on the browser as well as on the server. There are even JavaScript platforms being developed for mobile.
As we move forward, more and more of us will be writing asynchronous code, for which this understanding will be essential.
The Callback page on Wikipedia explains it very well:
In computer programming, a callback is a reference to executable code, or a piece of executable code, that is passed as an argument to other code. This allows a lower-level software layer to call a subroutine (or function) defined in a higher-level layer.
A layman response would be that it is a function that is not called by you but rather by the user or by the browser after a certain event has happened or after some code has been processed.
Simple Explanation by Analogy
Everyday, I get to work. The boss tells me:
Oh, and when you're done with that, I have an extra task for you:
Great. He hands me a note with a task on it - this task is a call back function. It could be anything:
ben.doWork( and_when_finished_wash_my_car)
Tomorrow it could be:
ben.doWork( and_tell_me_how_great_i_am)
The key point is that the call back must be done AFTER I finish work....and that's it!
Now that you understand the concept (hopefully), you would do well to read the code contained in other answers.
A callback function is one that should be called when a certain condition is met. Instead of being called immediately, the callback function is called at a certain point in the future.
Typically it is used when a task is being started that will finish asynchronously (ie will finish some time after the calling function has returned).
For example, a function to request a webpage might require its caller to provide a callback function that will be called when the webpage has finished downloading.
Callbacks are most easily described in terms of the telephone system. A function call is analogous to calling someone on a telephone, asking her a question, getting an answer, and hanging up; adding a callback changes the analogy so that after asking her a question, you also give her your name and number so she can call you back with the answer.
-- Paul Jakubik, "Callback Implementations in C++"
I believe this "callback" jargon has been mistakenly used in a lot of places. My definition would be something like:
A callback function is a function that you pass to someone and let
them call it at some point of time.
I think people just read the first sentence of the wiki definition:
a callback is a reference to executable code, or a piece of
executable code, that is passed as an argument to other code.
I've been working with lots of APIs, see various of bad examples. Many people tend to name a function pointer (a reference to executable code) or anonymous functions(a piece of executable code) "callback", if they are just functions why do you need another name for this?
Actually only the second sentence in wiki definition reveals the differences between a callback function and a normal function:
This allows a lower-level software layer to call a subroutine (or
function) defined in a higher-level layer.
so the difference is who you are going to pass the function and how your passed in function is going to be called. If you just define a function and pass it to another function and called it directly in that function body, don't call it a callback. The definition says your passed in function is gonna be called by "lower-level" function.
I hope people can stop using this word in ambiguous context, it can't help people to understand better only worse.
Call back vs Callback Function
A Callback is a function that is to be executed after another function has finished executing — hence the name ‘call back’.
What is a Callback Function?
Functions which takes Funs(i.e. functional objects) as arguments, or which return Funs are called higher order functions.
Any function that is passed as an argument is called a callback function.
a callback function is a function that is passed to another function (let's call this other function otherFunction) as a parameter, and the callback function is called (or executed) inside the otherFunction.
function action(x, y, callback) {
return callback(x, y);
}
function multiplication(x, y) {
return x * y;
}
function addition(x, y) {
return x + y;
}
alert(action(10, 10, multiplication)); // output: 100
alert(action(10, 10, addition)); // output: 20
In SOA, callback allows the Plugin Modules to access services from the container/environment.
Source
This makes callbacks sound like return statements at the end of methods.
I'm not sure that's what they are.
I think Callbacks are actually a call to a function, as a consequence of another function being invoked and completing.
I also think Callbacks are meant to address the originating invocation, in a kind of "hey! that thing you asked for? I've done it - just thought I would let you know - back over to you".
A callback function is a function you specify to an existing function/method, to be invoked when an action is completed, requires additional processing, etc.
In Javascript, or more specifically jQuery, for example, you can specify a callback argument to be called when an animation has finished.
In PHP, the preg_replace_callback() function allows you to provide a function that will be called when the regular expression is matched, passing the string(s) matched as arguments.
Call After would be a better name than the stupid name, callback. When or if condition gets met within a function, call another function, the Call After function, the one received as argument.
Rather than hard-code an inner function within a function, one writes a function to accept an already-written Call After function as argument. The Call After might get called based on state changes detected by code in the function receiving the argument.
look at the image :)
Main program calls library function (which might be system level function also) with callback function name. This callback function might be implemented in multiple way. The main program choose one callback as per requirement.
Finally, the library function calls the callback function during execution.
The simple answer to this question is that a callback function is a function that is called through a function pointer. If you pass the pointer (address) of a function as an argument to another, when that pointer is used to call the function it points to it is said that a call back is made
Assume we have a function sort(int *arraytobesorted,void (*algorithmchosen)(void)) where it can accept a function pointer as its argument which can be used at some point in sort()'s implementation . Then , here the code that is being addressed by the function pointer algorithmchosen is called as callback function .
And see the advantage is that we can choose any algorithm like:
1. algorithmchosen = bubblesort
2. algorithmchosen = heapsort
3. algorithmchosen = mergesort ...
Which were, say,have been implemented with the prototype:
1. `void bubblesort(void)`
2. `void heapsort(void)`
3. `void mergesort(void)` ...
This is a concept used in achieving Polymorphism in Object Oriented Programming
“In computer programming, a callback is a reference to executable code, or a piece of executable code, that is passed as an argument to other code. This allows a lower-level software layer to call a subroutine (or function) defined in a higher-level layer.” - Wikipedia
Callback in C using Function Pointer
In C, callback is implemented using Function Pointer. Function Pointer - as the name suggests, is a pointer to a function.
For example, int (*ptrFunc) ();
Here, ptrFunc is a pointer to a function that takes no arguments and returns an integer. DO NOT forget to put in the parenthesis, otherwise the compiler will assume that ptrFunc is a normal function name, which takes nothing and returns a pointer to an integer.
Here is some code to demonstrate the function pointer.
#include<stdio.h>
int func(int, int);
int main(void)
{
int result1,result2;
/* declaring a pointer to a function which takes
two int arguments and returns an integer as result */
int (*ptrFunc)(int,int);
/* assigning ptrFunc to func's address */
ptrFunc=func;
/* calling func() through explicit dereference */
result1 = (*ptrFunc)(10,20);
/* calling func() through implicit dereference */
result2 = ptrFunc(10,20);
printf("result1 = %d result2 = %d\n",result1,result2);
return 0;
}
int func(int x, int y)
{
return x+y;
}
Now let us try to understand the concept of Callback in C using function pointer.
The complete program has three files: callback.c, reg_callback.h and reg_callback.c.
/* callback.c */
#include<stdio.h>
#include"reg_callback.h"
/* callback function definition goes here */
void my_callback(void)
{
printf("inside my_callback\n");
}
int main(void)
{
/* initialize function pointer to
my_callback */
callback ptr_my_callback=my_callback;
printf("This is a program demonstrating function callback\n");
/* register our callback function */
register_callback(ptr_my_callback);
printf("back inside main program\n");
return 0;
}
/* reg_callback.h */
typedef void (*callback)(void);
void register_callback(callback ptr_reg_callback);
/* reg_callback.c */
#include<stdio.h>
#include"reg_callback.h"
/* registration goes here */
void register_callback(callback ptr_reg_callback)
{
printf("inside register_callback\n");
/* calling our callback function my_callback */
(*ptr_reg_callback)();
}
If we run this program, the output will be
This is a program demonstrating function callback
inside register_callback
inside my_callback
back inside main program
The higher layer function calls a lower layer function as a normal call and the callback mechanism allows the lower layer function to call the higher layer function through a pointer to a callback function.
Callback in Java Using Interface
Java does not have the concept of function pointer
It implements Callback mechanism through its Interface mechanism
Here instead of a function pointer, we declare an Interface having a method which will be called when the callee finishes its task
Let me demonstrate it through an example:
The Callback Interface
public interface Callback
{
public void notify(Result result);
}
The Caller or the Higher Level Class
public Class Caller implements Callback
{
Callee ce = new Callee(this); //pass self to the callee
//Other functionality
//Call the Asynctask
ce.doAsynctask();
public void notify(Result result){
//Got the result after the callee has finished the task
//Can do whatever i want with the result
}
}
The Callee or the lower layer function
public Class Callee {
Callback cb;
Callee(Callback cb){
this.cb = cb;
}
doAsynctask(){
//do the long running task
//get the result
cb.notify(result);//after the task is completed, notify the caller
}
}
Callback Using EventListener pattern
List item
This pattern is used to notify 0 to n numbers of Observers/Listeners that a particular task has finished
List item
The difference between Callback mechanism and EventListener/Observer mechanism is that in callback, the callee notifies the single caller, whereas in Eventlisener/Observer, the callee can notify anyone who is interested in that event (the notification may go to some other parts of the application which has not triggered the task)
Let me explain it through an example.
The Event Interface
public interface Events {
public void clickEvent();
public void longClickEvent();
}
Class Widget
package com.som_itsolutions.training.java.exampleeventlistener;
import java.util.ArrayList;
import java.util.Iterator;
public class Widget implements Events{
ArrayList<OnClickEventListener> mClickEventListener = new ArrayList<OnClickEventListener>();
ArrayList<OnLongClickEventListener> mLongClickEventListener = new ArrayList<OnLongClickEventListener>();
#Override
public void clickEvent() {
// TODO Auto-generated method stub
Iterator<OnClickEventListener> it = mClickEventListener.iterator();
while(it.hasNext()){
OnClickEventListener li = it.next();
li.onClick(this);
}
}
#Override
public void longClickEvent() {
// TODO Auto-generated method stub
Iterator<OnLongClickEventListener> it = mLongClickEventListener.iterator();
while(it.hasNext()){
OnLongClickEventListener li = it.next();
li.onLongClick(this);
}
}
public interface OnClickEventListener
{
public void onClick (Widget source);
}
public interface OnLongClickEventListener
{
public void onLongClick (Widget source);
}
public void setOnClickEventListner(OnClickEventListener li){
mClickEventListener.add(li);
}
public void setOnLongClickEventListner(OnLongClickEventListener li){
mLongClickEventListener.add(li);
}
}
Class Button
public class Button extends Widget{
private String mButtonText;
public Button (){
}
public String getButtonText() {
return mButtonText;
}
public void setButtonText(String buttonText) {
this.mButtonText = buttonText;
}
}
Class Checkbox
public class CheckBox extends Widget{
private boolean checked;
public CheckBox() {
checked = false;
}
public boolean isChecked(){
return (checked == true);
}
public void setCheck(boolean checked){
this.checked = checked;
}
}
Activity Class
package com.som_itsolutions.training.java.exampleeventlistener;
public class Activity implements Widget.OnClickEventListener
{
public Button mButton;
public CheckBox mCheckBox;
private static Activity mActivityHandler;
public static Activity getActivityHandle(){
return mActivityHandler;
}
public Activity ()
{
mActivityHandler = this;
mButton = new Button();
mButton.setOnClickEventListner(this);
mCheckBox = new CheckBox();
mCheckBox.setOnClickEventListner(this);
}
public void onClick (Widget source)
{
if(source == mButton){
mButton.setButtonText("Thank you for clicking me...");
System.out.println(((Button) mButton).getButtonText());
}
if(source == mCheckBox){
if(mCheckBox.isChecked()==false){
mCheckBox.setCheck(true);
System.out.println("The checkbox is checked...");
}
else{
mCheckBox.setCheck(false);
System.out.println("The checkbox is not checked...");
}
}
}
public void doSomeWork(Widget source){
source.clickEvent();
}
}
Other Class
public class OtherClass implements Widget.OnClickEventListener{
Button mButton;
public OtherClass(){
mButton = Activity.getActivityHandle().mButton;
mButton.setOnClickEventListner(this);//interested in the click event //of the button
}
#Override
public void onClick(Widget source) {
if(source == mButton){
System.out.println("Other Class has also received the event notification...");
}
}
Main Class
public class Main {
public static void main(String[] args) {
// TODO Auto-generated method stub
Activity a = new Activity();
OtherClass o = new OtherClass();
a.doSomeWork(a.mButton);
a.doSomeWork(a.mCheckBox);
}
}
As you can see from the above code, that we have an interface called events which basically lists all the events that may happen for our application. The Widget class is the base class for all the UI components like Button, Checkbox. These UI components are the objects that actually receive the events from the framework code. Widget class implements the Events interface and also it has two nested interfaces namely OnClickEventListener & OnLongClickEventListener
These two interfaces are responsible for listening to events that may occur on the Widget derived UI components like Button or Checkbox. So if we compare this example with the earlier Callback example using Java Interface, these two interfaces work as the Callback interface. So the higher level code (Here Activity) implements these two interfaces. And whenever an event occurs to a widget, the higher level code (or the method of these interfaces implemented in the higher level code, which is here Activity) will be called.
Now let me discuss the basic difference between Callback and Eventlistener pattern. As we have mentioned that using Callback, the Callee can notify only a single Caller. But in the case of EventListener pattern, any other part or class of the Application can register for the events that may occur on the Button or Checkbox. The example of this kind of class is the OtherClass. If you see the code of the OtherClass, you will find that it has registered itself as a listener to the ClickEvent that may occur in the Button defined in the Activity. Interesting part is that, besides the Activity ( the Caller), this OtherClass will also be notified whenever the click event occurs on the Button.
A callback is an idea of passing a function as a parameter to another function and have this one invoked once the process has completed.
If you get the concept of callback through awesome answers above, I recommend you should learn the background of its idea.
"What made them(Computer-Scientists) develop callback?"
You might learn a problem, which is blocking.(especially blocking UI)
And callback is not the only solution to it.
There are a lot of other solutions(ex: Thread, Futures, Promises...).
A callback function is a function you pass (as a reference or a pointer) to a certain function or object.
This function or object will call this function back any time later, possibly multiple times, for any kind of purpose :
notifying the end of a task
requesting comparison between two item (like in c qsort())
reporting progress of a process
notifying events
delegating the instanciation of an object
delegating the painting of an area
...
So describing a callback as a function being called at the end of another function or task is overly simplifying (even if it's a common use case).
One important usage area is that you register one of your function as a handle (i.e. a callback) and then send a message / call some function to do some work or processing. Now after the processing is done, the called function would call our registered function (i.e. now call back is done), thus indicating us processing is done. This wikipedia link explains quite well graphically.
A callback function, also known as a higher-order function, is a function that is passed to another function as a parameter, and the callback function is called (or executed) inside the parent function.
$("#button_1").click(function() {
alert("button 1 Clicked");
});
Here we have pass a function as a parameter to the click method. And the click method will call (or execute) the callback function we passed to it.
Callback Function
A function which passed to another function as an argument.
function test_function(){
alert("Hello world");
}
setTimeout(test_function, 2000);
Note: In above example test_function used as an argument for setTimeout function.
I'm 13 years late to the game on this answer but after learning it myself I thought I'd drop another answer in here in case anyone is baffled like I was.
The other answers sum up the crux of the question "What is a callback?"
It's just a function that calls another function when something is completed.
What got me was the examples, "You did this now do that."
Like WHY would I use it like that when I can just call a method or a function myself?
So here's a quick, real world example that hopefully makes it "click" for someone.
Ultra pseudocode
First the core issue you'll run into....
Multithreaded Method(Some arguments)
{
Do fancy multithreaded stuff....
}
Main()
{
Some stuff I wanna do = some tasks
Multhreaded Method(Some stuff I wanna do)
}
If you run that without any callback your program will look like it just exits.
Because the "Fancy multithreaded stuff" is running on another process.
So you scratch your head and think "Well hell, How do I know when it's done??"
BOOM... CALLBACK
IsItDone = false
Callback()
{
print("Hey, I'm done")
IsItDone = true
}
Multithreaded Method(Some arguments, Function callback)
{
Do fancy multithreaded stuff....
}
Main()
{
Some stuff I wanna do = some tasks
Multhreaded Method(Some stuff I wanna do,Callback)
while(!IsItDone)
Wait a bit
}
This is 100% not the best way to implement it, I just wanted to give a clear example.
So this isn't the bare "What is a callback?"
It's "What is a callback, and what does it do that benefits me???"