Explore the default project
If you started your tour of the DFINITY Canister Software Development Kit (SDK) with the Quick start, you have already seen the basic work flow for creating applications that run on the Internet Computer. Now, let’s take a closer look at that work flow by exploring the default files and folders that are added to your workspace when you create a new project.
As a preview, the following diagram illustrates the development work flow when running the Internet Computer locally on you computer.
Before you begin
Before you start this tutorial, verify the following:
-
You have an internet connection and access to a shell terminal on your local macOS or Linux computer.
-
You have
node.js
installed if you want to include the default template files for front-end development in your project. -
You have downloaded and installed the DFINITY Canister SDK package as described in Download and install.
-
You have installed the Visual Studio Code plugin for Motoko as described in Install the language editor plug-in if you are using Visual Studio Code as your IDE.
-
You have stopped any Internet Computer network processes running on the local computer.
This tutorial takes approximately 20 minutes to complete.
Create a new project
As discussed in the Quick start, applications for the Internet Computer start as projects that you create. You can create projects using the dfx
executable command-line interface (CLI).
To take a closer look at the files and folders that are included in a project by default, let’s create a new project to work with.
To create a new project:
-
Open a terminal shell on your local computer, if you don’t already have one open.
-
Navigate to the folder you are using for your Internet Computer projects, if you are using a separate working folder.
-
Create a new project by running the following command:
dfx new explore_hello
The
dfx new explore_hello
command creates a newexplore_hello
project, including a default project directory structure under the new project name and a new Git repository for your project. If you havenode.js
installed locally, creating a new project also adds some template front-end code and dependencies.To ensure that project names are valid when used in JavaScript, Motoko, and other contexts, you should only use alphanumeric characters and underscores. You cannot include dashes or any special characters.
-
View the default directory structure by running the following command:
ls -l explore_hello
By default, the project directory structure includes at least one source subdirectory, a template
README.md
file, and a defaultdfx.json
configuration file.Depending on whether you have
node.js
installed, your project directory might include some or all of the following files:explore_hello/ ├── README.md # default project documentation ├── dfx.json # project configuration file ├── node_modules # libraries for front-end development ├── package-lock.json ├── package.json ├── src # source files directory │ ├── explore_hello │ │ └── main.mo │ └── explore_hello_assets │ ├── assets │ │ ├── logo.png │ │ ├── main.css │ │ └── sample-asset.txt │ └── src │ ├── index.html │ └── index.js └── webpack.config.js
At a minimum, the default project directory includes the following folders and files:
-
A default
README
file for documenting your project in the repository. -
A default
dfx.json
configuration file to set configurable options for your project. -
A default
src
directory for all of the source files required by your application.
The default
src
directory includes a templatemain.mo
file that you can modify or replace to include your core programming logic.Because this tutorial focuses on the basics of getting started, you are only going to use the
main.mo
file. If you havenode.js
installed, your project directory includes additional files and directories that you can use to define the front-end interface for your application. Front-end development and the template files in theassets
folder are discussed a little later. -
Review the default configuration
By default, creating a new project adds some template files to your project directory. You can edit these template files to customize the configuration settings for your project and to include your own code to speed up the development cycle.
To review the default configuration file for your project:
-
Open a terminal shell on your local computer, if you don’t already have one open.
-
Change to your project directory by running the following command:
cd explore_hello
-
Open the
dfx.json
configuration file in a text editor to review the default settings.For example:
{ "canisters": { "explore_hello": { "main": "src/explore_hello/main.mo", "type": "motoko" }, "explore_hello_assets": { "dependencies": [ "explore_hello" ], "frontend": { "entrypoint": "src/explore_hello_assets/src/index.js" }, "source": [ "src/explore_hello_assets/assets", "dist/explore_hello_assets/" ], "type": "assets" } }, "defaults": { "build": { "packtool": "" } }, "dfx": "0.7.2", "networks": { "local": { "bind": "127.0.0.1:8000", "type": "ephemeral" } }, "version": 1 }
Let’s take a look at a few of the default settings.
-
The
canisters
section specifies the name of the WebAssembly module for yourexplore_hello
project isexplore_hello
. -
The
canisters.explore_hello
key specifies that the main program to be compiled is located in the path specified by themain
setting, in this case,src/explore_hello/main.mo
and thetype
setting indicates that this is amotoko
program. -
The
canisters.explore_hello_assets
key specifies configuration details about front-end assets for this project. Let’s skip those for now. -
The
dfx
setting is used to identify the version of the software used to create the project. -
The
networks
section specifies information about the networks to which you connect. The default settings bind the local Internet Computer network to the local host address127.0.0.1
and port8000
.If you have access to other Internet Computer network providers, the
networks
section can include network aliases and URLs for connecting to those providers.
You can leave the default settings as they are.
-
-
Close the
dfx.json
file to continue.
Review the default program code
New projects always include a template main.mo
source code file.
You can edit this file to include your own code to speed up the development cycle.
Let’s take a look at the sample program in the default main.mo
template file as a starting point for creating simple program using the Motoko programming language.
To review the default sample program for your project:
-
Check that you are still in your project directory by running the following command:
pwd
-
Open the
src/explore_hello/main.mo
file in a text editor and review the code in the template:actor { public func greet(name : Text) : async Text { return "Hello, " # name # "!"; }; };
Let’s take a look at a few key elements of this program:
-
You might notice that this sample code defines an
actor
instead of amain
function, which some programming languages require. For Motoko, themain
function is implicit in the file itself. -
Although the traditional "Hello, World!" program illustrates how you can print a string using a
print
orprintln
function, that traditional program would not represent a typical use case for Motoko programs that run on the Internet Computer. -
Instead of a print function, this sample program defines an
actor
with a publicgreet
function that takes aname
argument with a type ofText
. -
The program then uses the
async
keyword to indicate that the program returns an asynchronous message consisting of a concatenated text string constructed using"Hello, "
, the#
operator, thename
argument, and"!"
.
We’ll explore code that uses
actor
objects and asynchronous message handling more a little later. For now, you can continue to the next section. -
-
Close the
main.mo
file to continue.
Start the local network
Before you can build the default project, you need to connect to the Internet Computer network either running locally in your development environment or running remotely on a subnet that you can access.
Starting the network locally requires a dfx.json
file, so you should be sure you are in your project’s root directory.
For this tutorial, you should have two separate terminal shells, so that you can start and see network operations in one terminal and manage your project in another.
To start the network locally:
-
Open a new terminal window or a new terminal tab on your local computer.
-
Navigate to the root directory for your project, if necessary.
-
You should now have two terminals open.
-
You should have the project directory as your current working directory.
-
-
Start the Internet Computer network on your local computer by running the following command:
dfx start
Depending on your platform and local security settings, you might see a warning displayed. If you are prompted to allow or deny incoming network connections, click Allow.
After you start the local network, you have one terminal that displays messages about network operations and another for performing project-related tasks.
-
Leave the terminal that displays network operations open and switch your focus to the terminal where you created your new project.
Register canister identifiers
After you connect to the Internet Computer network running locally in your development environment, you can register with the network to generate unique, network-specific canister identifiers for your project.
In the Quick start tutorial, this step was performed as part of the dfx deploy
command work flow.
This tutorial demonstrates how to perform each of the operations independently.
To register canister identifiers for the local network:
-
Check that you are still in your project directory, if needed.
-
Register unique canister identifiers for the canisters in the project by running the following command:
dfx canister create --all
The command displays the network-specific canister identifiers for the canisters defined in the
dfx.json
configuration file.Creating a wallet canister on the local network. The wallet canister on the "local" network for user "pubs-id" is "rwlgt-iiaaa-aaaaa-aaaaa-cai" Creating canister "explore_hello"... "explore_hello" canister created with canister id: "rrkah-fqaaa-aaaaa-aaaaq-cai" Creating canister "explore_hello_assets"... "explore_hello_assets" canister created with canister id: "ryjl3-tyaaa-aaaaa-aaaba-cai"
Because you are connected to the Internet Computer network running locally, these canister identifiers are only valid locally and are stored for the project in the
.dfx/local/canister_ids.json
file.For example:
{ "explore_hello": { "local": "rrkah-fqaaa-aaaaa-aaaaq-cai" }, "explore_hello_assets": { "local": "ryjl3-tyaaa-aaaaa-aaaba-cai" } }
Build the program
Now that you have explored the default configuration settings and program code and have started the Internet Computer network, let’s compile the default program into an executable WebAssembly module.
To build the program executable:
-
In the terminal shell on your local computer, navigate to your
explore_hello
project directory.You must run the
dfx build
command from within the project directory structure. -
Build the executable canister by running the following command:
dfx build
You should see output similar to the following:
Building canisters... Building frontend...
Because you are connected to the Internet Computer network running locally, the
dfx build
command adds thecanisters
directory under the.dfx/local/
directory for the project. -
Verify that the
.dfx/local/canisters/explore_hello
directory created by thedfx build
command contains the WebAssembly and related application files by running the following command.ls -l .dfx/local/canisters/explore_hello/
For example, the command returns output similar to the following:
-rw-r--r-- 1 pubs staff 178 Apr 6 14:25 explore_hello.d.ts -rw-r--r-- 1 pubs staff 41 Apr 6 14:25 explore_hello.did -rw-r--r-- 1 pubs staff 155 Apr 6 14:25 explore_hello.did.js -rw-r--r-- 1 pubs staff 142 Apr 6 14:25 explore_hello.js -rw-r--r-- 1 pubs staff 157613 Apr 6 14:25 explore_hello.wasm
The
canisters/explore_hello
directory contains the following key files:-
The
explore_hello.did
file contains an interface description for your main program. -
The
explore_hello.did.js
file contains a JavaScript representation of the canister interface for the functions in your program. -
The
explore_hello.js
file contains a JavaScript representation of the canister interface for your program. -
The
explore_hello.wasm
file contains the compiled WebAssembly for the assets used in your project.
The
canisters/explore_hello_assets
directory contains similar files to describe the front-end assets associated with your project.In addition to the files in the
canisters/explore_hello
and thecanisters/explore_hello_assets
directories, thedfx build
command creates anidl
directory. -
Deploy the project locally
You’ve seen that the dfx build
command creates several artifacts in a canisters
directory for your project.
The WebAssembly modules and the canister_manifest.json
file are required for your program to be deployed on the Internet Computer network.
To deploy locally:
-
In a terminal shell on your local computer, navigate to your
explore_hello
project directory. -
Deploy your
explore_hello
project on the local network by running the following command:dfx canister install --all
The command displays output similar to the following:
Installing code for canister explore_hello, with canister_id rrkah-fqaaa-aaaaa-aaaaq-cai Installing code for canister explore_hello_assets, with canister_id ryjl3-tyaaa-aaaaa-aaaba-cai Authorizing our identity (pubs-id) to the asset canister... Uploading assets to asset canister... /index.html 1/1 (480 bytes) /index.js 1/1 (296836 bytes) /main.css 1/1 (484 bytes) /sample-asset.txt 1/1 (24 bytes) /logo.png 1/1 (25397 bytes) /index.js.map 1/1 (964679 bytes) /index.js.LICENSE.txt 1/1 (499 bytes)
-
Run the
dfx canister call
command and specify the program and function to call by running the following command:dfx canister call explore_hello greet everyone
This command specifies:
-
explore_hello
as the name of the canister or application service you want to call. -
greet
as the specific method or function you want to call. -
everyone
as the argument to pass to thegreet
function.
-
-
Verify the command displays the return value of the
greet
function.For example:
("Hello, everyone!")
View the default front-end
If you have node.js
installed in your development environment, your project includes a simple front-end example that uses a template index.js
JavaScript file for accessing the explore_hello
program in a browser.
To explore the default front-end template:
-
Open a terminal shell on your local computer, if you don’t already have one open, and navigate to your
explore_hello
project directory. -
Open the
src/explore_hello_assets/src/index.js
file in a text editor and review the code in the template script:import { Actor, HttpAgent } from '@dfinity/agent'; import { idlFactory as explore_hello_idl, canisterId as explore_hello_id } from 'dfx-generated/explore_hello'; const agent = new HttpAgent(); const explore_hello = Actor.createActor(explore_hello_idl, { agent, canisterId: explore_hello_id }); document.getElementById("clickMeBtn").addEventListener("click", async () => { const name = document.getElementById("name").value.toString(); const greeting = await explore_hello.greet(name); document.getElementById("greeting").innerText = greeting; });
The template
index.js
file uses twoimport
statements to explicitly create an agent instance and the actor for theexplore_hello
canister generated bydfx
.This file works in conjunction with the template
index.html
file to display an HTML page with an image asset, input field, and button for thegreet
function. -
Close the
index.js
file to continue. -
View the front-end assets created for the project by running following command:
ls -l .dfx/local/canisters/explore_hello_assets/
The command displays output similar to the following:
drwxr-xr-x 9 pubs staff 288 Apr 6 14:25 assets -r--r--r-- 1 pubs staff 2931 Dec 31 1969 assetstorage.did -r--r--r-- 1 pubs staff 265823 Dec 31 1969 assetstorage.wasm -rw-r--r-- 1 pubs staff 3651 Apr 6 14:25 explore_hello_assets.d.ts -rw-rw-rw- 1 pubs staff 2931 Dec 31 1969 explore_hello_assets.did -rw-r--r-- 1 pubs staff 4236 Apr 6 14:25 explore_hello_assets.did.js -rw-r--r-- 1 pubs staff 149 Apr 6 14:25 explore_hello_assets.js -rw-rw-rw- 1 pubs staff 265823 Dec 31 1969 explore_hello_assets.wasm
These files were generated automatically by the
dfx build
command using node modules and the templateindex.js
file. -
Open a browser and navigate to the
local
network address and port number—127.0.0.1:8000/
—specified in thedfx.json
configuration file.To specify the canister you want the web server to display, add the
canisterId
parameter and theexplore_hello_assets
canister identifier to the URL using the following syntax:?canisterId=<YOUR-CANISTER-IDENTIFIER>
For example, the full URL should look similar to the following:
http://127.0.0.1:8000/?canisterId=rrkah-fqaaa-aaaaa-aaaaq-cai
You must use the case-sensitive canisterId
parameter before the canister identifier. -
Verify that you see the HTML page for the sample application.
For example:
-
Type a greeting, then click Click Me to return the greeting.
For example:
Stop the local network
After you finish experimenting with your program, you can stop the local Internet Computer network so that it doesn’t continue running in the background.
To stop the local network:
-
In the terminal that displays network operations, press Control-C to interrupt the local network process.
-
Stop the Internet Computer network by running the following command:
dfx stop