Ethereum 2.0 Specifications
Go to file
protolambda 1c81638e86
forks are based on epoch numbers, as per spec
2019-04-07 12:07:10 +10:00
.circleci reconfigure build a bit 2019-03-18 14:14:26 -06:00
scripts fix a few bugs in testing compute_committee 2019-03-19 11:15:51 -06:00
specs forks are based on epoch numbers, as per spec 2019-04-07 12:07:10 +10:00
tests Merge pull request #831 from ethereum/vbuterin-patch-3 2019-03-28 11:33:34 -06:00
utils Merge branch 'dev' into vbuterin-patch-18 2019-03-26 10:13:17 -06:00
.gitignore backport 839 into dev 2019-03-25 11:25:33 -06:00
LICENSE CC0 1.0 Universal for repo 2019-03-12 11:59:08 +00:00
Makefile add a few voluntary exit tests 2019-03-19 16:00:27 -06:00
README.md undo readme commit 2019-03-19 11:41:27 -06:00
requirements.txt add basic dependencies and build script for phase0 testing 2019-03-18 10:18:57 -06:00

README.md

Ethereum 2.0 Specifications

Join the chat at https://gitter.im/ethereum/sharding

To learn more about sharding and eth2.0/Serenity, see the sharding FAQ and the research compendium.

This repo hosts the current eth2.0 specifications. Discussions about design rationale and proposed changes can be brought up and discussed as issues. Solidified, agreed upon changes to spec can be made through pull requests.

Specs

Core specifications for eth2.0 client validation can be found in specs/core. These are divided into phases. Each subsequent phase depends upon the prior. The current phases specified are:

Accompanying documents can be found in specs and include

Design goals

The following are the broad design goals for Ethereum 2.0:

  • to minimize complexity, even at the cost of some losses in efficiency
  • to remain live through major network partitions and when very large portions of nodes go offline
  • to select all components such that they are either quantum secure or can be easily swapped out for quantum secure counterparts when available
  • to utilize crypto and design techniques that allow for a large participation of validators in total and per unit time
  • to allow for a typical consumer laptop with O(C) resources to process/validate O(1) shards (including any system level validation such as the beacon chain)