This FAQ contains answers to many questions asked on IRC and the mailing list.
See the Emscripten Tutorial and emcc.
All the tests in the Emscripten test suite are known to build and pass on our test infrastructure, so if you see failures locally it is likely that there is some problem with your environment. (Rarely, there may be temporary breakage, but never on a tagged release version.)
First call emcc -v
, which runs basic sanity checks and prints out useful environment information. If that doesn’t help, follow the instructions in Verifying the Emscripten Development Environment.
You might also want to go through the Обучение again, as it is updated as Emscripten changes.
Some general steps that might help figure things out:
- See if the problem happens without optimizations (-O0, or not specifying any optimization level). Without optimizations, emscripten enables many assertions at compile and runtime, which may catch a problem and display an error message with a suggestion for how to fix it.
- Search the documentation on this site.
- Check if there is a test for the failing functionality in the Emscripten test suite (run
grep -r
in tests/). They should all pass (with only rare exceptions), so they provide concrete “known-good” examples of how various options and code are used.
In most cases you will be able to use your project’s current build system with Emscripten. See Building Projects.
Emscripten makes some trade-offs that make the generated code faster and smaller, at the cost of longer compilation times. For example, we build parts of the standard library along with your code, which enables some additional optimizations, but takes a little longer to compile.
Note
You can determine what compilation steps take longest by compiling with EMCC_DEBUG=1
in the environment and then reviewing the debug logs (by default in /tmp/emscripten_temp
). Note that compiling in debug mode takes longer than normal, because we print out a lot of intermediate steps to disk, so it’s useful for debugging but not for actual compiling.
The main tips for improving build time are:
-O0
for fast iteration builds. You can still compile with higher optimization levels, but specifying -O0
during link will make the link step much faster.make
you can do something like make -j8
to run using 8 cores).EMCC_CORES=N
in the environment (which is useful if you have many cores but relatively less memory).Make sure you optimize code by building with -O2
(even more aggressive optimization is available, at the cost of significantly increased compilation time).
Make sure you build with -O3
or -Os
so code is fully optimized and minified. You should use the closure compiler, gzip compression on your webserver, etc., see the section on code size in Optimizing code.
Make sure you are using the Emscripten bundled system headers. Using emcc will do so by default, but problems may occur if you use your local system headers with emcc
or compile into LLVM bitcode yourself.
Make sure that you are running an optimized build (smaller builds are faster to start up).
Network latency is also a possible factor in startup time. Consider putting the file loading code in a separate script element from the generated code so that the browser can start the network download in parallel to starting up the codebase (run the file packager and put file loading code in one script element, and the generated codebase in a later script element).
This can happen when loading the page using a file://
URL. That works in some browsers (like Firefox) but not in others (like Chrome). Instead, it’s best to use a webserver (like Python’s dev server, python -m SimpleHTTPServer
).
Otherwise, to debug this, look for an error reported on the page itself, or in the browser devtools (web console and network tab), or in your webserver’s logging.
Those errors indicate that WebAssembly support is not present in the VM you are trying to run the code in. Compile with -s WASM=0
to disable WebAssembly (and emit asm.js instead) if you want your code to run in such environments (all modern browsers support WebAssembly, but in some cases you may want to reach 100% of browsers, including legacy ones).
{"text":"asm"}
)?¶Emscripten cannot compile inline assembly code (because it is CPU specific, and Emscripten is not a CPU emulator).
You will need to find where inline assembly is used, and disable it or replace it with platform-independent code.
Note
Emscripten automatically unsets the following #define
values, as these are commonly set in projects to enable platform dependent code (inline assembly):
#undef __i386__
#undef __x86_64__
The browser event model uses co-operative multitasking — each event has a “turn” to run, and must then return control to the browser event loop so that other events can be processed. A common cause of HTML pages hanging is JavaScript that does not complete and return control to the browser.
Graphical C++ apps typically have an infinite main loop in which event handling, processing and rendering is done, followed by a delay to keep the frame-rate right (SDL_DELAY
in SDL apps). As the main loop does not complete (is infinite) it cannot return control to the browser, and the app will hang.
Apps that use an infinite main loop should be re-coded to put the actions for a single iteration of the loop into a single “finite” function. In the native build this function can be run in an infinite loop as before. In the Emscripten build it is set as the main loop function and will be called by the browser at a specified frequency.
There is more information on this topic in Emscripten Runtime Environment.
To run a C function repeatedly, use emscripten_set_main_loop()
(this is discussed in Emscripten Runtime Environment). The related functions in emscripten.h are also useful, allowing you to add events that block the main loop, etc.
To respond to browser events use the SDL API in the normal way. There are examples in the SDL tests (search for SDL in tests/runner.py).
See also: Why does my HTML app hang?
See the SDL automatic tests for working examples: python tests/runner.py browser
.
System libraries that are included with Emscripten are automatically linked when you compile (just the necessary parts). This includes libc, libc++ (C++ standard library) and SDL.
Libraries not included with Emscripten (like Boost) must be compiled and linked with the program just as if they were a module in the project.
There is a set of libraries ported to Emscripten for convenient use, Emscripten Ports. See Building Projects
Another option is to implement needed C APIs as JavaScript libraries (see --js-library
in emcc and Implement a C API in JavaScript). Emscripten itself does this for libc (not including malloc) and SDL (but not libc++ or malloc).
Note
-lSDL
to include SDL (specifying it will do no harm).Emscripten has partial support for SDL1 and 2 audio, and OpenAL.
To use SDL1 audio, include it as #include <SDL/SDL_mixer.h>
. You can use it that way alongside SDL1, SDL2, or another library for platform integration.
To use SDL2 audio, include it as #include <SDL2/SDL_mixer.h>
and use -s USE_SDL_MIXER=2. Format support is currently limited to OGG and WAV.
Emscripten uses a virtual file system that may be preloaded with data or linked to URLs for lazy loading. See the File System Overview for more details.
Emscripten-generated code running in the browser cannot access files in the local file system. Instead you can use preloading and embedding to work around the lack of synchronous file IO. See File System Overview for more information.
It is possible to allow access to local file system for code running in node.js, use the NODEFS filesystem option.
(You may need this answer if you see an error saying something like you need to wait for the runtime to be ready (e.g. wait for main() to be called)
, which is a check enabled in ASSERTIONS
builds.)
Calling a compiled function before a page has fully loaded can result in an error, if the function relies on files that may not be present (for example the .mem file and preloaded files are loaded asynchronously, and therefore if you just place some JS that calls compiled code in a --post-js
, that code will be called synchronously at the end of the combined JS file, potentially before the asynchronous event happens, which is bad).
The easiest way to find out when loading is complete is to add a main()
function, and within it call a JavaScript function to notify your code that loading is complete.
Note
The main()
function is called after startup is complete as a signal that it is safe to call any compiled method.
For example, if allReady()
is a JavaScript function you want called when everything is ready, you can do:
#include <emscripten.h>
int main() {
EM_ASM( allReady() );
}
Another option is to define an onRuntimeInitialized
function,
Module['onRuntimeInitialized'] = function() { ... };
That method will be called when the runtime is ready and it is ok for you to call compiled code. In practice, that is exactly the same time at which main()
would be called, so onRuntimeInitialized
doesn’t let you do anything new, but you can set it from JavaScript at runtime in a flexible way.
Here is an example of how to use it:
<script type="text/javascript">
var Module = {
onRuntimeInitialized: function() {
Module._foobar(); // foobar was exported
}
};
</script>
<script type="text/javascript" src="my_project.js"></script>
The crucial thing is that Module
exists, and has the property onRuntimeInitialized
, before the script containing emscripten output (my_project.js
in this example) is loaded.
Another option is to use the MODULARIZE
option, using -s MODULARIZE=1
. That will put all of the generated JavaScript in a function, which you can call to create an instance. The instance has a promise-like .then() method, so if you build with say -s MODULARIZE=1 -s 'EXPORT_NAME="MyCode"'
(see details in settings.js), then you can do something like this:
MyCode().then(function(Module) {
// this is reached when everything is ready, and you can call methods on Module
});
atexit()s
run?¶(You may need this answer if you see an error saying something like atexit() called, but EXIT_RUNTIME is not set
or stdio streams had content in them that was not flushed. you should set EXIT_RUNTIME to 1
.)
By default Emscripten sets EXIT_RUNTIME=0
, which means that we don’t include code to shut down the runtime. That means that when main()
exits, we don’t flush the stdio streams, or call the destructors of global C++ objects, or call atexit
callbacks. This lets us emit smaller code by default, and is normally what you want on the web: even though main()
exited, you may have something asynchronous happening later that you want to execute.
In some cases, though, you may want a more “commandline” experience, where we do shut down the runtime when main()
exits. You can build with -s EXIT_RUNTIME=1
, and then we will call atexits
and so forth. When you build with ASSERTIONS
, you should get a warning when you need this. For example, if your program prints something without a newline,
#include <stdio.h>
int main() {
printf("hello"); // note no newline
}
If we don’t shut down the runtime and flush the stdio streams, “hello” won’t be printed. In an ASSERTIONS
build you’ll get a notification saying stdio streams had content in them that was not flushed. you should set EXIT_RUNTIME to 1
.
No functions to process
?¶Emscripten does dead code elimination of functions that are not called from the compiled code. While this does minimize code size, it can remove functions that you plan to call yourself (outside of the compiled code).
To make sure a C function remains available to be called from normal JavaScript, it must be added to the EXPORTED_FUNCTIONS using the emcc command line. For example, to prevent functions my_func()
and main()
from being removed/renamed, run emcc with:
emcc -s "EXPORTED_FUNCTIONS=['_main', '_my_func']" ...
Note
_main should be in the export list, as in that example, if you have a main() function. Otherwise, it will be removed as dead code; there is no special logic to keep main() alive by default.
Note
EXPORTED_FUNCTIONS affects compilation to JavaScript. If you first compile to an object file, then compile the object to JavaScript, you need that option on the second command.
If your function is used in other functions, LLVM may inline it and it will not appear as a unique function in the JavaScript. Prevent inlining by defining the function with EMSCRIPTEN_KEEPALIVE
:
void EMSCRIPTEN_KEEPALIVE yourCfunc() {..}
EMSCRIPTEN_KEEPALIVE also exports the function, as if it were on EXPORTED_FUNCTIONS.
Note
EXPORTED_FUNCTIONS
or EMSCRIPTEN_KEEPALIVE
will potentially be removed. Make sure you keep the things you need alive using one or both of those methods.EMSCRIPTEN_KEEPALIVE
can be useful if you don’t want to have to keep track of functions to export explicitly, and when these exports do not change. It is not necessarily suitable for exporting functions from other libraries — for example it is not a good idea to decorate and recompile the source code of the C standard library. If you build the same source in multiple ways and change what is exported, then managing exports on the command line is easier.-s LINKABLE=1
will also disable link-time optimizations and dead code elimination. This is not recommended as it makes the code larger and less optimized.Another possible cause of missing code is improper linking of .a
files. The .a
files link only the internal object files needed by previous files on the command line, so the order of files matters, and this can be surprising. If you are linking .a
files, make sure they are at the end of the list of files, and in the right order amongst themselves. Alternatively, just use .so
files instead in your project.
Tip
It can be useful to compile with EMCC_DEBUG=1
set for the environment (EMCC_DEBUG=1 emcc ...
on Linux, set EMMCC_DEBUG=1
on Windows). This splits up the compilation steps and saves them in /tmp/emscripten_temp
. You can then see at what stage the code vanishes (you will need to do llvm-dis
on the bitcode stages to read them, or llvm-nm
, etc.).
The Closure Compiler will minify the File Server API code. Code that uses the file system must be optimized with the File System API, using emcc’s --pre-js
option.
-O2 --closure 1
?¶The Closure Compiler minifies variable names, which results in very short variable names like i
, j
, xa
, etc. If other code declares variables with the same names in global scope, this can cause serious problems.
This is likely to be the cause if you can successfully run code compiled with -O2
set and --closure
unset.
One solution is to stop using small variable names in the global scope (often this is a mistake — forgetting to use var
when assigning to a variable).
Another alternative is to wrap the generated code (or your other code) in a closure, as shown:
var CompiledModule = (function() {
.. GENERATED CODE ..
return Module;
})();
TypeError: Module.someThing is not a function
?¶The Module
object will contain exported methods. For something to appear there, you should add it to EXPORTED_FUNCTIONS
for compiled code, or EXTRA_EXPORTED_RUNTIME_METHODS
for a runtime method (like getValue
). For example,
emcc -s "EXPORTED_FUNCTIONS=['_main', '_my_func']" ...
would export a C method my_func
(in addition to main
, in this example). And
emcc -s "EXTRA_EXPORTED_RUNTIME_METHODS=['ccall']" ...
will export ccall
. In both cases you can then access the exported function on the Module
object.
Note
You can use runtime methods directly, without exporting them, if the compiler can see them used. For example, you can use getValue
in EM_ASM
code, or a --pre-js
, by calling it directly. The optimizer will not remove that JS runtime method because it sees it is used. You only need to use Module.getValue
if you want to call that method from outside the JS code the compiler can see, and then you need to export it.
Note
Emscripten used to export many runtime methods by default. This increased code size, and for that reason we’ve changed that default. If you depend on something that used to be exported, you should see a warning pointing you to the solution, in an unoptimized build, or a build with ASSERTIONS
enabled, which we hope will minimize any annoyance. See ChangeLog.md
for details.
Runtime
no longer exist? Why do I get an error trying to access Runtime.someThing
?¶1.37.27 includes a refactoring to remove the Runtime
object. This makes the generated code more efficient and compact, but requires minor changes if you used Runtime.*
APIs. You just need to remove the Runtime.
prefix, as those functions are now simple functions in the top scope (an error message in -O0
or builds with assertions enabled with suggest this). In other words, replace
x = Runtime.stackAlloc(10);
with
x = stackAlloc(10);
Note
The above will work for code in a --pre-js
or JS library, that is, code that is compiled together with the emscripten output. If you try to access Runtime.*
methods from outside the compiled code, then you must export that function (using EXTRA_EXPORTED_RUNTIME_METHODS
), and use it on the Module object, see that FAQ entry.
NameError
or a problem occurred in evaluating content after a "-s"
when I use a -s
option?¶That may occur when running something like
# this fails on most Linuxes
emcc a.c -s EXTRA_EXPORTED_RUNTIME_METHODS=['addOnPostRun']
# this fails on macOS
emcc a.c -s EXTRA_EXPORTED_RUNTIME_METHODS="['addOnPostRun']"
You may need to quote things like this:
# this works in the shell on most Linuxes and on macOS
emcc a.c -s "EXTRA_EXPORTED_RUNTIME_METHODS=['addOnPostRun']"
# or you may need something like this in a Makefile
emcc a.c -s EXTRA_EXPORTED_RUNTIME_METHODS=\"['addOnPostRun']\"
The proper syntax depends on the OS and shell you are in, and if you are writing in a Makefile, etc.
A possible cause is that building libcxx or libcxxabi failed. Go to system/lib/libcxx (or libcxxabi) and do emmake make
to see the actual error. Or, clean the Emscripten cache (./emcc --clear-cache
) and then compile your file with EMCC_DEBUG=1
in the environment. libcxx will then be built in /tmp/emscripten_temp/libcxx, and you can see configure*, make*
files that are the output of configure and make, etc.
Another possible cause of this error is the lack of make
, which is necessary to build these libraries. If you are on Windows, you need cmake.
throw new JS_Parse_Error
?¶In -O2
and above, emscripten will optimize the JS using Uglify1. If you added any JS (using --pre-js
/--post-js
/EM_ASM
/EM_JS
) and it contains JS that Uglify1 can’t parse - like recent ES6 features - then it will throw such a parsing error.
In the long term we hope to upgrade our internal JS parser. Meanwhile, you can move such code to another script tag on the page, that is, not pass it through the emscripten optimizer.
See also
impure_ptr
?¶Note
lli is not maintained, and has odd errors and crashes. We do include tools/nativize_llvm.py (which compiles bitcode to a native executable) but it will also hit the impure_ptr
error.
The issue is that newlib uses impure_ptr
code, while glibc uses something else. The result is that bitcode built with the Emscripten will not run locally unless your machine uses newlib (basically, only embedded systems).
The impure_ptr
error only occurs during explicit use of stdout
etc., so printf(..)
will work, but fprintf(stdout, ..)
will not. Usually it is simple to modify your code to avoid this problem.
RangeError: Maximum call stack size exceeded
or similar?¶You may need to increase the stack size for node.js.
On Linux and Mac macOS, you can just do NODE_JS = ['node', '--stack_size=8192']
in the Emscripten Compiler Configuration File (.emscripten). On Windows, you will also need --max-stack-size=8192
, and also run editbin /stack:33554432 node.exe
.
error: cannot compile this aggregate va_arg expression yet
and it says compiler frontend failed to generate LLVM bitcode, halting
afterwards?¶This is a limitation of the asm.js target in Clang. This code is not currently supported.
Building Fastcomp from source (and hence the SDK) can fail at 100% progress. This is due to out of memory in the linking stage, and is reported as an error: collect2: error: ld terminated with signal 9 [Killed]
.
The solution is to ensure the system has sufficient memory. On Ubuntu 14.04.1 LTS 64bit, you should use at least 6Gb.
In asm.js, by default Emscripten uses doubles for all floating-point variables, that is, 64-bit floats even when C/C++ code contains 32-bit floats. This is simplest and most efficient to implement in JS as doubles are the only native numeric type. As a result, you may see rounding errors compared to native code using 32-bit floats, just because of the difference in precision between 32-bit and 64-bit floating-point values.
To check if this is the issue you are seeing, build with -s PRECISE_F32=1
. This uses proper 32-bit floating-point values, at the cost of some extra code size overhead. This may be faster in some browsers, if they optimize Math.fround
, but can be slower in others. See src/settings.js
for more details on this option.
(This is not an issue for wasm, which has native float types.)
JS can’t represent int64s, so what happens is that in exported functions (that you can call from JS) we “legalize” the types, by turning an i64 argument into two i32s (low and high bits), and an i64 return value becomes an i32, and you can access the high bits by calling a helper function called getTempRet0.
Emscripten output by default is just some code. When put in a script tag, that means the code is in the global scope. So multiple such modules on the same page can’t work.
But by putting each module in a function scope, that problem is avoided. Emscripten even has a compile flag for this, MODULARIZE
, useful in conjunction with EXPORT_NAME
(details in settings.js).
However, there are still some issues if the same Module object (that defines the canvas, text output area, etc.) is used among separate modules. By default Emscripten output even looks for Module in the global scope, but when using MODULARIZE, you get a function you must call with the Module as a param, so that problem is avoided. But note that each module will probably want its own canvas, text output area, etc.; just passing in the same Module object (e.g. from the default HTML shell) may not work.
So by using MODULARIZE and creating a proper Module object for each module, and passing those in, multiple modules can work fine.
Another option is to use an iframe, in which case the default HTML shell will just work, as each will have its own canvas, etc. But this is overkill for small programs, which can run modularly as described above.
Yes, you can see the ENVIRONMENT option in settings.js
. For example, building with emcc -s ENVIRONMENT=web
will emit code that only runs on the Web, and does not include support code for Node.js and other environments.
This can be useful to reduce code size, and also works around issues like the Node.js support code using require()
, which Webpack will process and include unnecessary code for.