Find the function name and parameter from input data - web3js

Transaction hash give input data like this
"0xa9059cbb00000000000000000000000024c38db6c4a85b3e6b58631de2334105f6209da300000000000000000000000000000000000000000000000000000dca4f1516a8".
if i call this function
let encodedFunctionSignature = web3.eth.abi.encodeFunctionSignature('transfer(address,uint256)');
it give me this "0xa9059cbb".etherscan call this methodId
My question is how i get the transfer(address,uint256) back from this "0xa9059cbb"

The function selector is the first four bytes of the keccak256 hash of the canonicalized function signature. In this case, web3.sha3('transfer(address,uint256)').substring(0, 10) === "0xa9059cbb".
Reversing this process is not generally possible unless the contract's code or ABI is provided. That said, as long as someone else has used a given function selector before and provided its original name, you can use that information instead.
One list of commonly used function selectors is here: https://github.com/ethereum-lists/4bytes, and in fact transfer(addresss,uint256) is the first example given.

i think https://github.com/ethereum-lists/4bytes helpfull for you
get first 4 bytes of data and use lib in this github to get function name of transaction
or you can check in here https://www.4byte.directory/

Related

Remove all numbers from a string using LAMBDA recursive function

I've been following the guide on Exceljet for how to create a recursive LAMBDA function that removes all numbers from a string. For example, A1B2C3D4E5 becomes ABCDE.
The only thing I wanted differently was to have the string containing the character omissions stored inside the function rather than the cell. So, I took away the chars parameter from the opening line and used the LET function to store the string.
The problem is I keep getting a #VALUE! error and can't work out why.
=LAMBDA(str,sub,
LET(chars,"0123456789",
IF(chars="",str,
ReplaceChars(
SUBSTITUTE(str,LEFT(chars),sub),
MID(chars,2,LEN(chars)-1),
sub
)
)
))
A nested LET() in a recursive LAMBDA() is going to be troublesome since every time you'd use the variable in the recursion you'd start from scratch. Replacing characters will therefor never stop (if my interpretation of this is correct). But in your case you don't even need to make a recursive LAMBDA() to replace numbers, for example:
=LAMBDA(str,LET(X,MID(str,SEQUENCE(LEN(str)),1),CONCAT(IF(ISNUMBER(X*1),"",X))))
Core of this function is now:
=LET(X,MID(A1,SEQUENCE(LEN(A1)),1),CONCAT(IF(ISNUMBER(X*1),"",X)))
which can be used outside of LAMBDA() just fine. We can even replace this with
=LET(X,MID(A1,SEQUENCE(LEN(A1)),1),CONCAT(IF(ISNUMBER(FIND(X,"0123456789")),"",X)))
to do the same thing with any character you want to replace.
Now you can call =REPLACECHARS(A1). However, IMHO the beauty of the use of variables is now lost and the original approach (for example here would have my personal preference.

Is there a way to sort a no. of character arrays in alphabetical order without using the #include<string.h> or #include<stdlib.h>?

So, I have tried to do the same in a case of array of structures where 'char name[100]' is the only data member.
1st part of the code
2nd part of the code
The problem that I have encountered here is that once I provide a no. of names during program runtime, the output screen either does not print anything afterwards, or, prints the data without sorting it.
output screen
I did not get any compile time errors so I believe that there is a flaw in the logic.
There's this another method I tried hoping to get positive results. I type-casted characters to integers hoping that ASCII values could be used to compare. But, the results are exactly the same (undesired results).
updated logic of the 2nd part of the code
I hope somebody helps me find a way to correct this logic or provide another logic that is efficient.
the sorting logic you used is good , but from what is see the use of function's in C need's to be provided by pointers. other wise all the data inside the function will born and die inside the function , and the all the variables in the Main will stay the same as given, that explains why the output is the same as the input
try to print inside the sorting function's to see if this is the problem.

SIMULINK Holding Previous Value of a Signal

I am trying to implement a pulse generator in SIMULINK that needs to know the previous 2 input values i.e. I need to know the previous 2 state values for the input signal. Also, I need to know the previous output value.
My pseudo code is:
IF !input AND input_prevValue AND !input_prevValue2
output = !output_pv
ELSE
output = output_pv;
I know that I can use legacy function importer and use C code to do this job in SIMULINK. However, the problem arises when you apply a configuration reference set to your model. The key problem is the flexibility. When you use this model somewhere else (say share it with a colleague or whoever), unless you have used a configuration reference set, you can rebuild the code (i.e. from S-Function Block) and run your model. But you cannot rebuild the code if the configuration reference set is applied.
My solution would be to implement the logic in a way that I can do the same without C functions. I tried to use the memory block in SIMULINK but apparently it doesn't do it. Does anyone know how to hold previous values for input and output in SIMULINK (for as long as the model is open)?
Have you tried with a MATLAB Function block? Alternatively, if you have a Stateflow license, this would lend itself nicely to a state chart.
EDIT
Based on your pseudo-code, I would expect the code in the MATLAB Function block to look like this
function op = logic_fcn(ip,ip_prev,ip_prev2,op_prev)
% #codegen
if ~ip && ip_prev && ~ip_prev2
op = ~op_prev;
else
op = op_prev;
end
where ip, ip_prev, ip_prev2 and op_prev are defined as boolean inputs and op as a boolean output. If you are using a fixed-step discrete solver, the memory block should work so that you would for example feed the output of the MATLAB Function block to a memory block (with the correct sample time), and the output of the memory block to the op_prev input of the MATLAB Function block.
You could (and should) test your function in MATLAB first (and/or a test Simulink model) to make sure it works and produces the output you expect for a given input.
This is reasonably straight forward to do with fundamental blocks,
Note that for the Switch block the "Criteria for passing first input:" has been changed to "u2~=0".

Using C variable inside Lua alongside nested functions

This is a sort of followup to my previous question about nested registered C functions found here:
Trying to call a function in Lua with nested tables
The previous question gave me the answer to adding a nested function like this:
dog.beagle.fetch()
I also would like to have variables at that level like:
dog.beagle.name
dog.beagle.microchipID
I want this string and number to be allocated in C and accessible by Lua. So, in C code, the variables might be defined as:
int microchipIDNumber;
char dogname[500];
The C variables need to be updated by assignments in Lua and its value needs to be retrieved by Lua when it is on the right of the equal sign. I have tried the __index and __newindex metamethod concept but everything I try seems to break down when I have 2 dots in the Lua path to the variable. I know I am probably making it more complicated with the 2 dots, but it makes the organization much easier to read in the Lua code. I also need to get an event for the assignment because I need to spin up some hardware when the microchipIDNumber value changes. I assume I can do this through the __newindex while I am setting the value.
Any ideas on how you would code the metatables and methods to accomplish the nesting? Could it be because my previous function declarations are confusing Lua?
The colon operator (:) in Lua is used only for functions. Consider the following example:
meta = {}
meta["__index"] = function(n,m) print(n) print(m) return m end
object = {}
setmetatable(object,meta)
print(object.foo)
The index function will simply print the two arguments it is passed and return the second one (which we will also print, because just doing object.foo is a syntax error). The output is going to be table: 0x153e6d0 foo foo with new lines. So __index gets the object in which we're looking up the variable and it's name. Now, if we replace object.foo with object:foo we get this:
input:5: function arguments expected near ')'
This is the because : in object:foo is syntactic sugar for object.foo(object), so Lua expects that you will provide arguments for a function call. If we did provide arguments (object:foo("bar")) we get this:
table: 0x222b3b0
foo
input:5: attempt to call method 'foo' (a string value)
So our __index function still gets called, but it is not passed the argument - Lua simply attemps to call the return value. So don't use : for members.
With that out of the way, let's look at how you can sync variables between Lua and C. This is actually quite involved and there are different ways to do it. One solution would be to use a combination of __index and __newindex. If you have a beagle structure in C, I'd recommend making these C functions and pushing them into the metatable of a Lua table as C-closures with a pointer to your C struct as an upvalue. Look at this for some info on lua_pushcclosure and this on closures in Lua in general.
If you don't have a single structure you can reference, it gets a lot more complicated, since you'll have to somehow store pairs variableName-variableLocation on the C side and know what type each is. You could maintain such a list in the actual Lua table, so dog.beagle would be a map of variable name to one or two something's. There a couple of options for this 'something'. First - one light user data (ie - a C pointer), but then you'll have the issue of figuring out what that is pointing to, so that you know what Lua type to push in for __index and what to pop out for __newindex . The other option is to push two functions/closures. You can make a C function for each type you'll have to handle (number, string, table, etc) and push the appropriate one for each variable, or make a uber-closure that takes a parameter what type it's being given and then just vary the up-values you push it with. In this case the __index and __newindex functions will simply lookup the appropriate function for a given variable name and call it, so it would be probably easiest to implement it in Lua.
In the case of two functions your dog.beagle might look something like this (not actual Lua syntax):
dog.beagle = {
__metatable = {
__index = function(table,key)
local getFunc = rawget(table,key).get
return getFunc(table,key)
end
__newindex = function(table,key,value)
local setFunc = rawget(table,key).set
setFunc(table,key,value)
end
}
"color" = {
"set" = *C function for setting color or closure with an upvalue to tell it's given a color*,
"get" = *C function for getting color or closure with an upvalue to tell it to return a color*
}
}
Notes about the above: 1.Don't set an object's __metatable field directly - it's used to hide the real metatable. Use setmetatable(object,metatable). 2. Notice the usage of rawget. We need it because otherwise trying to get a field of the object from within __index would be an infinite recursion. 3. You'll have to do a bit more error checking in the event rawget(table,key) returns nil, or if what it returns does not have get/set members.

Store a Lua function?

Calling a Lua function from C is fairly straight forward but is there a way to store a Lua function somewhere for later use? I want to store user defined Lua functions passed to my C function for use on events, similar to how the Connect function works in wxLua.
check the registry (luaL_ref()). it manages a simple table that lets you store any Lua value (like the function), and refer to it from C by a simple integer.
Building on Javier's answer, Lua has a special universally-accessible table called the registry, accessible through the C API using the pseudo-index LUA_REGISTRYINDEX. You can use the luaL_ref function to store any Lua value you like in the registry (including Lua functions) and receive back an integer that can be used to refer to it from C:
// Assumes that the function you want to store is on the top of stack L
int function_index = luaL_ref(L, LUA_REGISTRYINDEX);
The easiest way to do this is for your function to take a "name" and the lua function text. Then you create a table in the interpreter (if it doesn't exist) and then store the function in the table using the named parameter.
In your app just keep hold of a list of function names tied to each event. When the event fires just call all the functions from your table whose key matches the names in the list.

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