# Track Referd Events

Start sending your users' **events** on your app to **Referd**, along with any **metadata** that describes the event. Depending on your **Referd** programs configuration, the user can be rewarded based on the sent events.

Tracked **events** can be app events or server side events depending on how you would like to design your programs. App **events** can be sent via the available SDK interface and server-sdie **events** can be sent to **Referd** via the [Track Events API](https://developer.tryreferd.com/api-reference/api-reference/event).

Every `Track Event` call records a single user action. We call these “**events**”. We recommend that you make your event names human-readable, so that everyone can know what they mean instantly.

**Event metadata** are extra pieces of information you can tie to events you track. They can be anything that will be useful while designing your program.

To send Player events from your app to **Referd**, you can use the **`sendEvent`** method as shown below.

<table data-header-hidden><thead><tr><th width="220">Parameter</th><th width="110">Type</th><th width="115">Required</th><th>Description</th></tr></thead><tbody><tr><td>Parameter</td><td>Type</td><td>Required</td><td>Description</td></tr><tr><td><code>Event</code></td><td><strong>Event Object</strong></td><td><strong>Yes</strong></td><td>Event body that is being sent to Referd's dashboard.</td></tr><tr><td><code>CallBack</code></td><td><strong>function</strong></td><td><strong>No</strong></td><td>Callback is used for providing the developer with the status of the request as a boolean whether it succeeded or not or with an error if any.</td></tr></tbody></table>

**`SendEvent`** interface sends an **`Event`**&#x6F;bject to **Referd**. Where the **`Event`**&#x6F;bject is a wrapper holding a single or list of events. To add an event you should use the **`sendEvent`** method and pass to it th&#x65;**`Event`**&#x6F;bject you have created.

***SendEvent*** is a builder class that helps in creation of the **Event** with the common attributes mentioned below, all of these attributes are **optional** to use.

<table><thead><tr><th width="207">Method</th><th>Parameter Name</th><th>Type</th></tr></thead><tbody><tr><td>AddUniquePlayerId</td><td>UniquePlayerId</td><td>String</td></tr><tr><td>AddEventName</td><td>eventName</td><td>string</td></tr><tr><td>AddEmail</td><td>email</td><td>string</td></tr><tr><td>AddMobile</td><td>mobileNumber</td><td>string</td></tr><tr><td>AddeventMetaData</td><td>(key, value)</td><td>(string, Object)</td></tr></tbody></table>

{% tabs %}
{% tab title="Java" %}

```java
Event event = new Event.Builder()
        .AddUniquePlayerId("player123")
        .AddEventName("purchase_completed")
        .AddEmail("jack@domain.com")
        .AddMobile("0123456789")
        .AddEventMetaData("purchase_price", 19.99)
        .build();
```

{% endtab %}

{% tab title="Kotlin" %}

```kotlin
val event = Event.Builder()
    .AddUniquePlayerId("player123")
    .AddEventName("purchase_completed")
    .AddEmail("jack@domain.com")
    .AddMobile("0123456789")
    .AddEventMetaData("purchase_price", 19.99)
    .build()
```

{% endtab %}
{% endtabs %}

### Send the Event

Using the previously created GameballApp instance or by creating a new one, call the ***SendEvent()*** method as shown below.

{% tabs %}
{% tab title="Java" %}

```java
gameballApp.sendEvent(event, new Callback<Boolean>() {
    @Override
    public void onSuccess(Boolean aBoolean) {
        // TODO Handle on success result
    }

    @Override
    public void onError(Throwable e) {
        // TODO Handle on failure result
    }
});
```

{% endtab %}

{% tab title="Kotlin" %}

```kotlin
gameballApp.sendEvent(event, object : Callback<Boolean?> {
    override fun onSuccess(aBoolean: Boolean?) {
        // TODO Handle on success result
    }

    override fun onError(e: Throwable) {
        // TODO Handle on failure result
    }
})
```

{% endtab %}
{% endtabs %}
