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  1. Visually Representing Angular Applications

    This article concerns diagrammatically representing Angular applications. It is a first step, not a fully figured out dissertation about how to visual specify or document Angular apps. And maybe the result of this is that I, with some embarrassment, find out that someone else already has a complete solution.

    My interest in this springs from two ongoing projects:

    1. My day job working on the next generation version of‘s support center agent application and
    2. My night job working on a book, Angular In Depth, for Manning Publications

    1: Large, complex Angular application

    The first involves working on a large, complex Angular application as part of a multi-person front-end team. One of the problems I, and I assume other team members encounter (hopefully I’m not the only one), is getting familiar enough with different parts of the application so my additions or changes don’t hose it or cause problems down the road.

    With Angular application it is sometimes challenging to trace what’s happening where. Directives give you the ability to encapsulate behavior and let you employ that behavior declaratively. That’s great. Until you have nested directives or multiple directives operating in tandem that someone else painstakingly wrote. That person probably had a clear vision of how everything related and worked together. But, when you come to it newly, it can be challenging to trace the pieces and keep them in your head as you begin to add features.

    Wouldn’t it be nice to have a visual representation of complex parts of an Angular application? Something that gives you the lay-of-the-land so you can see at a glance what depends on what.

    2: The book project

    The second item above — the book project — involves trying to write about how Angular works under-the-covers. I think most Angular developers have at one time or another viewed some part of Angular as magical. We’ve also all cursed the documentation, particularly those descriptions that use terms whose descriptions use terms whose descriptions are poorly defined based on an understanding of the first item in the chain.

    There’s nothing wrong with using Angular directives or services as demonstrated in online examples or in the documentation or in the starter applications. But it helps us as developers if we also understand what’s happening behind the scenes and why. Knowing how Angular services are created and managed might not be required to write an Angular application, but the ease of writing and the quality can be, I believe, improved by better understanding those kinds of details.

    Visual representations

    In the course of trying to better understand Angular behind-the-scenes and write about it, I’ve come to rely heavily on visual representations of the key concepts and processes. The visual representations I’ve done aren’t perfect by any means, but just working through how to represent a process in a diagram has a great clarifying effect.

    There’s nothing new about visually representing software concepts. UML, process diagrams, even Business Process Modeling Notation (BPMN) are ways to help visualize classes, concepts, relationships and functionality.

    And while those diagramming techniques are useful, it seems that at least in the Angular world, we’re missing a full-bodied visual language that is well suited to describe, document or specify Angular applications.

    We probably don’t need to reinvent the wheel here — obviously something totally new is not needed — but when I’m tackling a (for me) new area of a complex application, having available a customized visual vocabulary to represent it would help.

    Diagrammatically representing front-end JavaScript development

    I’m working with Angular daily so I’m thinking specifically about how to represent an Angular application but this may also be an issue within the larger JavaScript community: how to diagrammatically represent front-end JavaScript development in a way allows us to clearly visualize our models, controllers and views, and the interactions between the DOM and our JavaScript code including a event-driven, async callbacks. In other words, a visual domain specific language (DSL) for client-side JavaScript development.

    I don’t have a complete answer for that, but in self-defense I started working with some diagrams to roughly represent parts of an Angular application. Here’s sort of the sequence I went through to arrive at a first cut:

    1. The first thing I did was write out a detailed description of the problem and what I wanted out of an Angular visual DSL. I also defined some simple abbreviations to use to identify the different types of Angular “objects” (directives, controllers, etc.). Then I dove in began diagramming.
    2. I identified the area of code I needed to understand better, picked a file and threw it on the diagram. What I wanted to do was to diagram it in such a way that I could look at that one file and document it without simultaneously having to trace everything to which it connected.
    3. When the first item was on the diagram, I went to something on which it depended. For example, starting with a directive this leads to associated views or controllers. I diagrammed the second item and added the relationship.
    4. I kept adding items and relationships including nested directives and their views and controllers.
    5. I continued until the picture made sense and I could see the pieces involved in the task I had to complete.

    Since I was working on a specific ticket, I knew the problem I needed to solve so not all information had to be included in each visual element. The result is rough and way too verbose, but it did accomplish:

    • Showing me the key pieces and how they related, particularly the nested directives.
    • Including useful information on where methods or $scope properties lived.
    • Giving a guide to the directories where each item lives.

    It’s not pretty but here is the result:

    This represents a somewhat complicated part of the code and having the diagram helped in at least four ways:

    • By going through the exercise of creating it, I learned the pieces involved in an orderly way — and I didn’t have to try to retain the entire structure in my head as I went.
    • I got the high-level view I needed.
    • It was very helpful when developing, particularly since the work got interrupted and I had to come back to it a few days later.
    • When the work was done, I added it to our internal WIKI to ease future ramp-up in the area.

    I think the some next steps might be to define and expand the visual vocabulary by adding things such as:

    • Unique shapes or icons to identify directives, controllers, views, etc.
    • Standardize how to represent the different kinds of relationships such as ng-include or a view referenced by a directive.
    • Standardize how to represent async actions.
    • Add representations of the model.

    As I said in the beginning, this is rough and nowhere near complete, but it did confirm for me the potential value of having a diagramming convention customized for JavaScript development. And in particular, it validated the need for a robust visual DSL to explore, explain, specify and document Angular applications.

  2. interact.js for drag and drop, resizing and multi-touch gestures

    interact.js is a JavaScript module for Drag and drop, resizing and multi-touch gestures with inertia and snapping for modern browsers (and also IE8+).


    I started it as part of my GSoC 2012 project for Biographer‘s network visualization tool. The tool was a web app which rendered to an SVG canvas and used jQuery UI for drag and drop, selection and resizing. Because jQuery UI has little support for SVG, heavy workarounds had to be used. I needed to make the web app more usable on smartphones and tablets and the largest chunk of this work was to replace jQuery UI with interact.js which:

    • is lightweight,
    • works well with SVG,
    • handles multi-touch input,
    • leaves the task of rendering/styling elements to the application and
    • allows the application to supply object dimensions instead of parsing element styles or getting DOMRects.

    What interact.js tries to do is present input data consistently across different browsers and devices and provide convenient ways to pretend that the user did something that they didn’t really do (snapping, inertia, etc.).

    Certain sequences of user input can lead to InteractEvents being fired. If you add event listeners for an event type, that function is given an InteractEvent object which provides pointer coordinates and speed and, in gesture events, scale, distance, angle, etc. The only time interact.js modifies the DOM is to style the cursor; making an element move while a drag happens has to be done from your own event listeners. This way you’re in control of everything that happens.

    Slider demo

    Here’s an example of how you could make a slider with interact.js. You can view and edit the complete HTML, CSS and JS of all the demos in this post on CodePen.

    See the Pen interact.js simple slider by Taye A (@taye) on CodePen.

    JavaScript rundown

    interact('.slider')                   // target the matches of that selector
      .origin('self')                     // (0, 0) will be the element's top-left
      .restrict({drag: 'self'})           // keep the drag within the element
      .inertia(true)                      // start inertial movement if thrown
      .draggable({                        // make the element fire drag events
        max: Infinity                     // allow drags on multiple elements
      .on('dragmove', function (event) {  // call this function on every move
        var sliderWidth = interact.getElementRect(,
            value = event.pageX / sliderWidth;
     = (value * 100) + '%';'data-value', value.toFixed(2));
    interact.maxInteractions(Infinity);   // Allow multiple interactions
    • interact('.slider') [docs] creates an Interactable object which targets elements that match the '.slider' CSS selector. An HTML or SVG element object could also have been used as the target but using a selector lets you use the same settings for multiple elements.
    • .origin('self') [docs] tells interact.js to modify the reported coordinates so that an event at the top-left corner of the target element would be (0,0).
    • .restrict({drag: 'self'}) [docs] keeps the coordinates within the area of the target element.
    • .inertia(true) [docs] lets the user “throw” the target so that it keeps moving after the pointer is released.
    • Calling .draggable({max: Infinity}) [docs] on the object:
      • allows drag listeners to be called when the user drags from an element that matches the target and
      • allows multiple target elements to be dragged simultaneously
    • .on('dragmove', function (event) {...}) [docs] adds a listener for the dragmove event. Whenever a dragmove event occurs, all listeners for that event type that were added to the target Interactable are called. The listener function here calculates a value from 0 to 1 depending on which point along the width of the slider the drag happened. This value is used to position the handle.
    • interact.maxInteractions(Infinity) [docs] is needed to enable multiple interactions on any target. The default value is 1 for backwards compatibility.

    A lot of differences in browser implementations are resolved by interact.js. MouseEvents, TouchEvents and PointerEvents would produce identical drag event objects so this slider works on iOS, Android, Firefox OS and Windows RT as well as on desktop browsers as far back as IE8.

    Rainbow pixel canvas demo

    interact.js is useful for more than moving elements around a page. Here I use it for drawing onto a canvas element.

    See the Pen interact.js pixel rainbow canvas by Taye A (@taye) on CodePen.

    JavaScript rundown

    var pixelSize = 16;
        // snap to the corners of a grid
        mode: 'grid',
        // specify the grid dimensions
        grid: { x: pixelSize, y: pixelSize }
        max: Infinity,
        maxPerElement: Infinity
      // draw colored squares on move
      .on('dragmove', function (event) {
        var context ='2d'),
            // calculate the angle of the drag direction
            dragAngle = 180 * Math.atan2(event.dx, event.dy) / Math.PI;
        // set color based on drag angle and speed
        context.fillStyle = 'hsl(' + dragAngle + ', 86%, '
                            + (30 + Math.min(event.speed / 1000, 1) * 50) + '%)';
        // draw squares
        context.fillRect(event.pageX - pixelSize / 2, event.pageY - pixelSize / 2,
                         pixelSize, pixelSize);
      // clear the canvas on doubletap
      .on('doubletap', function (event) {
        var context ='2d');
        context.clearRect(0, 0, context.canvas.width, context.canvas.height);
      function resizeCanvases () {
        []'.rainbow-pixel-canvas'), function (canvas) {
          canvas.width = document.body.clientWidth;
          canvas.height = window.innerHeight * 0.7;
      // interact.js can also add DOM event listeners
      interact(document).on('DOMContentLoaded', resizeCanvases);
      interact(window).on('resize', resizeCanvases);

    Snapping is used to modify the pointer coordinates so that they are always aligned to a grid.

        // snap to the corners of a grid
        mode: 'grid',
        // specify the grid dimensions
        grid: { x: pixelSize, y: pixelSize }

    Like in the previous demo, multiple drags are enabled but an extra option, maxPerElement, needs to be changed to allow multiple drags on the same element.

        max: Infinity,
        maxPerElement: Infinity

    The movement angle is calculated with Math.atan2(event.dx, event.dy) and that’s used to set the hue of the paint color. event.speed is used to adjust the lightness.

    interact.js has tap and double tap events which are equivalent to click and double click but without the delay on mobile devices. Also, unlike regular click events, a tap isn’t fired if the mouse is moved before being released. (I’m working on adding more events like these).

      // clear the canvas on doubletap
      .on('doubletap', function (event) {

    It can also listen for regular DOM events. In the above demo it’s used to listen for window resize and document DOMContentLoaded.

      interact(document).on('DOMContentLoaded', resizeCanvases);
      interact(window).on('resize', resizeCanvases);

    Similar to jQuery, It can also be used for delegated events. For example:

    interact('input', { context: document.body })
      .on('keypress', function (event) {

    Supplying element dimensions

    To get element dimensions interact.js normally uses:

    • Element#getBoundingClientRect() for SVGElements and
    • Element#getClientRects()[0] for HTMLElements (because it includes the element’s borders)

    and adds page scroll. This is done when checking which action to perform on an element, checking for drops, calculating 'self' origin and in a few other places. If your application keeps the dimensions of elements that are being interacted with, then it makes sense to use the application’s data instead of getting the DOMRect. To allow this, Interactables have a rectChecker() [docs] method to change how elements’ dimensions are gotten. The method takes a function as an argument. When interact.js needs an element’s dimensions, the element is passed to that function and the return value is used.

    Graphic Editor Demo

    The “SVG editor” below has a Rectangle class to represent <rect class="edit-rectangle"/> elements in the DOM. Each rectangle object has dimensions, the element that the user sees and a draw method.

    See the Pen Interactable#rectChecker demo by Taye A (@taye) on CodePen.

    JavaScript rundown

    var svgCanvas = document.querySelector('svg'),
        svgNS = '',
        rectangles = [];
    function Rectangle (x, y, w, h, svgCanvas) {
      this.x = x;
      this.y = y;
      this.w = w;
      this.h = h;
      this.stroke = 5;
      this.el = document.createElementNS(svgNS, 'rect');
      this.el.setAttribute('data-index', rectangles.length);
      this.el.setAttribute('class', 'edit-rectangle');
    Rectangle.prototype.draw = function () {
      this.el.setAttribute('x', this.x + this.stroke / 2);
      this.el.setAttribute('y', this.y + this.stroke / 2);
      this.el.setAttribute('width' , this.w - this.stroke);
      this.el.setAttribute('height', this.h - this.stroke);
      this.el.setAttribute('stroke-width', this.stroke);
      // change how interact gets the
      // dimensions of '.edit-rectangle' elements
      .rectChecker(function (element) {
        // find the Rectangle object that the element belongs to
        var rectangle = rectangles[element.getAttribute('data-index')];
        // return a suitable object for interact.js
        return {
          left  : rectangle.x,
          top   : rectangle.y,
          right : rectangle.x + rectangle.w,
          bottom: rectangle.y + rectangle.h

    Whenever interact.js needs to get the dimensions of one of the '.edit-rectangle' elements, it calls the rectChecker function that was specified. The function finds the Rectangle object using the element argument then creates and returns an appropriate object with left, right, top and bottom properties.

    This object is used for restricting when the restrict elementRect option is set. In the slider demo from earlier, restriction used only the pointer coordinates. Here, restriction will try to prevent the element from being dragged out of the specified area.

        // don't jump to the resume location
        zeroResumeDelta: true
        // restrict to a parent element that matches this CSS selector
        drag: 'svg',
        // only restrict before ending the drag
        endOnly: true,
        // consider the element's dimensions when restricting
        elementRect: { top: 0, left: 0, bottom: 1, right: 1 }

    The rectangles are made draggable and resizable.

        max: Infinity,
        onmove: function (event) {
          var rectangle = rectangles['data-index')];
          rectangle.x += event.dx;
          rectangle.y += event.dy;
        max: Infinity,
        onmove: function (event) {
          var rectangle = rectangles['data-index')];
          rectangle.w = Math.max(rectangle.w + event.dx, 10);
          rectangle.h = Math.max(rectangle.h + event.dy, 10);

    Development and contributions

    I hope this article gives a good overview of how to use interact.js and the types of applications that I think it would be useful for. If not, there are more demos on the project homepage and you can throw questions or issues at Twitter or Github. I’d really like to make a comprehensive set of examples and documentation but I’ve been too busy with fixes and improvements. (I’ve also been too lazy :-P).

    Since the 1.0.0 release, user comments and contributions have led to loads of bug fixes and many new features including:

    So please use it, share it, break it and help to make it better!

  3. jsDelivr and its open-source load balancing algorithm

    This is a guest post by Dmitriy Akulov of jsDelivr.

    Recently I wrote about jsDelivr and what makes it unique where I described in detail about the features that we offer and how our system works. Since then we improved a lot of stuff and released even more features. But the biggest one is was the open source of our load balancing algorithm.

    As you know from the previous blog post we are using Cedexis to do our load balancing. In short we collect millions of RUM (Real User Metrics) data points from all over the world. When a user visits a website partner of Cedexis or ours a JavaScript is executed in the background that does performance checks to our core CDNs, MaxCDN and CloudFlare, and sends this data back to Cedexis. We can then use it to do load balancing based on real time performance information from real life users and ISPs. This is important as it allows us to mitigate outages that CDNs can experience in very localized areas such as a single country or even a single ISP and not worldwide.

    Open-sourcing the load balancing code

    Now our load balancing code is open to everybody to review, test and even send their own Pull Requests with improvements and modifications.

    Until recently the code was actually written in PHP, but due to performance issues and other problems that arrised from that it was decided to switch to JavaScript. Now the DNS application is completely written in js and I will try to explain how exactly it works.

    This is an application that runs on a DNS level and integrates with Cedexis’ API. Every DNS request made to is processed by the following code and then based on all the variables it returns a CNAME that the client can use to get the requested asset.

    Declaring providers

    The first step is to declare our providers:

    providers: {
        'cloudflare': '',
        'maxcdn': '',

    This array contains all the aliases of our providers and the hostnames that we can return if the provider is then chosen. We actually use a couple of custom servers to improve the performance in locations that the CDNs lack but we are currently in the process of removing all of them in favor of more enterprise CDNs that wish to sponsor us.

    Before I explain the next array I want to skip to line 40:

    defaultProviders: [ 'maxcdn', 'cloudflare' ],

    Because our CDN providers get so much more RUM tests than our custom servers their data and in turn the load balancing results are much more reliable and better. This is why by default only MaxCDN and CloudFlare are considered for any user request. And its actually the main reason we want to sunset our custom servers.

    Country mapping

    Now that you know that comes our next array:

    countryMapping: {
        'CN': [ 'exvm-sg', 'cloudflare' ],
        'HK': [ 'exvm-sg', 'cloudflare' ],
        'ID': [ 'exvm-sg', 'cloudflare' ],
        'IT': [ 'prome-it', 'maxcdn', 'cloudflare' ],
        'IN': [ 'exvm-sg', 'cloudflare' ],
        'KR': [ 'exvm-sg', 'cloudflare' ],
        'MY': [ 'exvm-sg', 'cloudflare' ],
        'SG': [ 'exvm-sg', 'cloudflare' ],
        'TH': [ 'exvm-sg', 'cloudflare' ],
        'JP': [ 'exvm-sg', 'cloudflare', 'maxcdn' ],
        'UA': [ 'leap-ua', 'maxcdn', 'cloudflare' ],
        'RU': [ 'leap-ua', 'maxcdn' ],
        'VN': [ 'exvm-sg', 'cloudflare' ],
        'PT': [ 'leap-pt', 'maxcdn', 'cloudflare' ],
        'MA': [ 'leap-pt', 'prome-it', 'maxcdn', 'cloudflare' ]

    This array contains country mappings that override the “defaultProviders” parameter. This is where the custom servers currently come to use. For some countries we know 100% that our custom servers can be much faster than our CDN providers so we manually specify them. Since these locations are few we only need to create handful of rules.

    ASN mappings

    asnMapping: {
        '36114': [ 'maxcdn' ], // Las Vegas 2
        '36351': [ 'maxcdn' ], // San Jose + Washington
        '42473': [ 'prome-it' ], // Milan
        '32489': [ 'cloudflare' ], // Canada

    ASN mappings contains overrides per ASN. Currently we are using them to improve the results of Pingdom tests. The reason for this is because we rely on RUM results to do load balancing we never get any performance tests for ASNs used by hosting providers such as companies where Pingdom rents their servers. So the code is forced to failover to country level performance data to chose the best provider for Pingdom and any other synthetic test and server. This data is not always reliable because not all ISPs have the same performance with a CDN provider as the fastest CDN provider country-wide. So we tweak some ASNs to work better with jsDelivr.

    More settings

    • lastResortProvider sets the CDN provider we want to use in case the application fails to chose one itself. This should be very rare.
    • defaultTtl: 20 is the TTL for our DNS record. We made some tests and decided that this was the most optimal value. In worst case scenario in case of downtime the maximum downtime jsDelivr can have is 20 seconds. Plus our DNS and our CDN are fast enough to compensate for the extra DNS latency every 20 seconds without having any impact on performance.
    • availabilityThresholds is a value in percentage and sets the uptime below which a provider should be considered down. This is based on RUM data. Again because of some small issues with synthetic tests we had to lower the Pingdom threshold. The Pingdom value does not impact anyone else.
    • sonarThreshold Sonar is a secondary uptime monitor we use to ensure the uptime of our providers. It runs every 60 seconds and checks all of our providers including their SSL certificates. If something is wrong our application will pick up the change in uptime and if it drops below this threshold it will be considered as down.
    • And finally minValidRtt is there to filter out all invalid RUM tests.

    The initialization process

    Next our app starts the initialization process. Wrong config and uptime not meeting our criteria is checked and all providers not matching our criteria are then removed from the potential candidates for this request.

    Next we create a reasons array for debugging purposes and apply our override settings. Here we use Cedexis API to get the latest live data for sonar uptime, rum update and HTTP performance.

    sonar = request.getData('sonar');
    candidates = filterObject(request.getProbe('avail'), filterCandidates);
    //console.log('candidates: ' + JSON.stringify(candidates));
    candidates = joinObjects(candidates, request.getProbe('http_rtt'), 'http_rtt');
    //console.log('candidates (with rtt): ' + JSON.stringify(candidates));
    candidateAliases = Object.keys(candidates);

    In case of uptime we also filter our bad providers that dont meet our criteria of uptime by calling the filterCandidates function.

    function filterCandidates(candidate, alias) {
        return (-1 < subpopulation.indexOf(alias))
        && (candidate.avail !== undefined)
        && (candidate.avail >= availabilityThreshold)
        && (sonar[alias] !== undefined)
        && (parseFloat(sonar[alias]) >= settings.sonarThreshold);

    The actual decision making is performed by a rather small code:

    if (1 === candidateAliases.length) {
        decisionAlias = candidateAliases[0];
        decisionTtl = decisionTtl || settings.defaultTtl;
    } else if (0 === candidateAliases.length) {
        decisionAlias = settings.lastResortProvider;
        decisionTtl = decisionTtl || settings.defaultTtl;
    } else {
        candidates = filterObject(candidates, filterInvalidRtt);
        //console.log('candidates (rtt filtered): ' + JSON.stringify(candidates));
        candidateAliases = Object.keys(candidates);
        if (!candidateAliases.length) {
        decisionAlias = settings.lastResortProvider;
        decisionTtl = decisionTtl || settings.defaultTtl;
    } else {
        decisionAlias = getLowest(candidates, 'http_rtt');
        decisionTtl = decisionTtl || settings.defaultTtl;
        response.respond(decisionAlias, settings.providers[decisionAlias]);

    In case we only have 1 provider left after our checks we simply select that provider and output the CNAME, if we have 0 providers left then the lastResortProvider is used. Otherwise if everything is ok and we have more than 1 provider left we do more checks.

    Once we have left with providers that are currently online and don’t have any issues with their performance data we sort them based on RUM HTTP performance and push the CNAME out for the user’s browser to use.

    And thats it. Most of the other stuff like fallback to country level data is automatically done in backend and we only get the actual data we can use in our application.


    I hope you found it interesting and learned more about what you should be considering when doing load balancing especially based on RUM data.

    Check out jsDelivr and feel free to use it in your projects. If you are interested to help we are also looking for node.js developers and designers to help us out.

    We are also looking for companies sponsors to help us grow even faster.

  4. Mozilla Introduces the First Browser Built For Developers: Firefox Developer Edition

    Developers are critical to the continued success of the Web. The content and apps they create compel us to come back to the Web every day, whether on a computer or mobile phone.

    In celebration of the 10th anniversary of Firefox, we’re excited to unveil Firefox Developer Edition, the first browser created specifically for developers.

    Ten years ago, we built Firefox for early adopters and developers to give them more choice and control. Firefox integrated WebAPIs and Add-ons to enable people to get the most out of the Web. Now we’re giving developers the whole browser as a hard-hat area, allowing us to bring front and center the features most relevant to them. Having a dedicated developer browser means we can tailor the browsing experience to what developers do every day.

    Because Firefox is part of an open-source, independent community and not part of a proprietary ecosystem, we’re able to offer features other browsers can’t by applying our tools everywhere the Web goes, regardless of platform or device.

    One of the biggest pain points for developers is having to use numerous siloed development environments in order to create engaging content or for targeting different app stores. For these reasons, developers often end up having to bounce between different platforms and browsers, which decreases productivity and causes frustration.

    Firefox Developer Edition solves this problem by creating a focal point to streamline your development workflow. It’s a stable developer browser which is not only a powerful authoring tool but also robust enough for everyday browsing. It also adds new features that simplify the process of building for the entire Web, whether targeting mobile or desktop across many different platforms.

    If you’re an experienced developer, you’ll already be familiar with the installed tools so you can focus on developing your content or app as soon as you open the browser. There’s no need to download additional plugins or applications to debug mobile devices. If you’re a new Web developer, the streamlined workflow and the fact that everything is already set up and ready to go makes it easier to get started building sophisticated applications.

    So what’s under the hood?

    The first thing you’ll notice is the distinctive dark design running through the browser. We applied the developer tools theme to the entire browser. It’s trim and sharp and focused on saving space for the content on your screen. It also fits in with the darker look common among creative app development tools.

    We’ve also integrated two powerful new features, Valence and WebIDE that improve workflow and help you debug other browsers and apps directly from within Firefox Developer Edition.

    Valence (previously called Firefox Tools Adapter) lets you develop and debug your app across multiple browsers and devices by connecting the Firefox dev tools to other major browser engines. Valence also extends the awesome tools we’ve built to debug Firefox OS and Firefox for Android to the other major mobile browsers including Chrome on Android and Safari on iOS. So far these tools include our Inspector, Debugger and Console and Style Editor.

    WebIDE allows you to develop, deploy and debug Web apps directly in your browser, or on a Firefox OS device. It lets you create a new Firefox OS app (which is just a web app) from a template, or open up the code of an existing app. From there you can edit the app’s files. It’s one click to run the app in a simulator and one more to debug it with the developer tools.

    Firefox Developer Edition also includes all the tools experienced Web developers are familiar with, including:

    • Responsive Design Mode – see how your website or Web app will look on different screen sizes without changing the size of your browser window.
    • Page Inspector- examine the HTML and CSS of any Web page and easily modify the structure and layout of a page.
    • Web Console – see logged information associated with a Web page and use Web Console and interact with a Web page using JavaScript.
    • JavaScript Debugger – step through JavaScript code and examine or modify its state to help track down bugs.
    • Network Monitor – see all the network requests your browser makes, how long each request takes and details of each request.
    • Style Editor – view and edit CSS styles associated with a Web page, create new ones and apply existing CSS stylesheets to any page.
    • Web Audio Editor – inspect and interact with Web Audio API in real time to ensure that all audio nodes are connected in the way you expect.

    Give it a try and let us know what you think. We’re keen to hear your feedback.

    More Information:

  5. NFC in Firefox OS

    Firefox OS is being developed in an open collaboration with Mozilla’s partners and community. In that spirit, and over the course of over a year, Mozilla and Deutsche Telekom (DT) teams worked closely together to develop a platform-level support for NFC within Firefox OS. During that time, both teams had regular product and engineering meet-ups for the end-to-end development cycle.

    From proposing the NFC API, to defining the overall architecture, to prototyping and completing a production-level implementation on shipping products, this collaboration model worked so well that it really helped showcase the power of the “open” (Open technology and Open contribution model) for pushing the web forward. After all, this is exactly what Mozilla and Firefox OS stand for.

    In this post, we describe a few basics around Firefox OS NFC implementation.

    NFC Roadmap

    Currently in release 2.0, Firefox OS supports NFC based sharing of contents (contacts, images, videos, URLs), as well as wirelessly reading information stored in NFC enabled tags (tag reading). Our sharing use cases are compatible with NFC enabled devices from other OSes like Android/Windows, so sharing of these contents across these devices would work. Our NFC API (first introduced in v1.3) has been put to use for these sharing use cases in v2.0 with core apps.

    The Overall B2G roadmap is available on the wiki.

    WebNFC API

    The Firefox NFC APIs allow Peer to Peer (P2P) communication between any 2 devices that support NFC Data Type Exchange format (NDEF). NFC passive tags that can present themselves as NDEF compatible tags can also be read and written to. Firefox OS’ NFC implementation is currently for certified applications only, but as stated above, will be opened to marketplace applications as the API is developed to cover more use cases and data formats.

    An example using this API

    The following does P2P communications between 2 NFC devices (from the NFC API docs on MDN):

    // Utility Function for UTF-8 string conversion to Uint8Array.
    // Or ideally, simply add this to your webapp HTML to use NfcUtils:
    // &lt;script defer src="shared/js/nfc_utils.js"&gt;&lt;/script&gt;
    function fromUTF8(str) {
      if (!str) {
        return null;
      var enc = new TextEncoder('utf-8');
      return enc.encode(str);
    var tnf     = 1;                                             // NFC Forum Well Known type
    var type    = new Uint8Array(fromUTF8("U"));                 // URL type
    var id      = new Uint8Array(fromUTF8(""));                  // id
    var payload = new Uint8Array(fromUTF8("")); // URL data, with a record prefix 0x3 replacing http://
    var ndefRecords = [new MozNDEFRecord(tnf, type, id, payload)];
    var nfcdom = window.navigator.mozNfc;
    nfcdom.onpeerready = function(event) {
      // event.detail is a session token
      var nfcPeer = navigator.mozNfc.getNFCPeer(event.detail);
      var req = nfcpeer.sendNDEF(ndefRecords); // push NDEF message to other NFC device.
      req.onsuccess = function(e) {
        console.log("Successfully pushed P2P message");
      req.onerror = function(e) {
        console.log("P2P push failed!");

    More such examples that ship with Firefox OS can be found in Using the NCF API.

    Current Supported data types

    The WebNFC API currently supports NFC Data Exchange Format (NDEF). There are some future plans for Non-NDEF types. From the example above, it is 4 fields, which is defined with 3 optional Uint8Array data types. The TNF and type are used to route the message to the appropriate registered web application(s).


    [Constructor(octet tnf, optional Uint8Array type, optional Uint8Array id, optional Uint8Array payload)]
    interface MozNDEFRecord
       * Type Name Field (3-bits) - Specifies the NDEF record type in general.
       *   tnf_empty: 0x00
       *   tnf_well_known: 0x01
       *   tnf_mime_media: 0x02
       *   tnf_absolute_uri: 0x03
       *   tnf_external type: 0x04
       *   tnf_unknown: 0x05
       *   tnf_unchanged: 0x06
       *   tnf_reserved: 0x07
      readonly attribute octet tnf;
       * type - Describes the content of the payload. This can be a mime type.
      readonly attribute Uint8Array? type;
       * id - Identifier is application dependent.
      readonly attribute Uint8Array? id;
       * payload - Binary data blob. The meaning of this field is application
       * dependent.
      readonly attribute Uint8Array? payload;

    Note, in upcoming Firefox OS releases, we will be updating the data types slightly to make TNF an enum type instead of an octet.

    Mozilla’s Flame device supports NFC, more devices coming

    Our Flame device supports NFC and we are expecting more commercial devices from our partners soon. Flame device supports NFC chipset from NXP (PN547C2).


    Here is a demo video of some of the NFC sharing features based on Firefox OS:

    Core Apps In Flame device that use NFC:

    • Gallery
    • Video
    • Music
    • Settings
    • System browser

    A sample 3rd party App

    Here is an app that Mozillian Dietrich Ayala put together using the NFC tag reading API. BikeCommute is an app that registers an NFC tag to track bike commuters at the Mozilla Portland office. The app is running on a Nexus 4 with Firefox OS 2.2, and is built with for UI and PouchDB for data storage and syncing to a remote CouchDB. Currently, the app just reads the user’s email address from a text record written to the tag.

    The next version will add support for running the app on users’ phones, using a local contact (user) instead of a plain text record, and being able to configure the NFC tag from their own device. The plan is to develop leaderboards from the CouchDB data and integration so we can deploy and compete with other offices and Mozillians everywhere! The source code is available on GitHub and pull requests welcome!

    Here is a Video demo of this app in action:

    More NFC documentation

    So, there it is!

    We are really excited to introduce this new addition to growing list of APIs and features in Firefox OS! We hope developers will take full advantage of all that NFC enables by way of device-to-device sharing and also services like contactless payment planned in future.

    When can developers start using this API?

    Currently this API is available for certified apps. We can’t wait to finish the work to make this API available for privileged apps, so all of you developers can take advantage of this. If you wish to follow along or jump in and help out, feel free to track Bug 1042851. We are targeting to finish the work for the next release v2.2.

    Next in NFC

    In upcoming releases, with the help of our partners, we are focusing on expanding the NFC coverage for supporting Secure elements and services like NFC based payments. More on that in a separate post later. Please stay tuned.

    Here’s to the open web!

  6. Flame Gets Developer Preview of Firefox OS 2.0

    Flame owners will be pleased to hear that the latest 2.0 developer preview of Firefox OS is now available via an over the air update.

    This release includes six months worth of improvements to features, responsiveness, and stability. To get it, developers simply need to go to Settings -> Device Information -> System Updates -> Check for updates. If you have ‘check for updates daily’ selected here you may have already received a notification that a new version is available to download.

    More than 400 developers contributed 5,300 patches in the 24 weeks of development between Firefox OS versions 1.3 and 2.0. 157 of those 400 were first time Firefox OS contributors.

    Of particular excitement in 2.0 is the arrival of NFC support from Mozilla and Deutsche Telekom developers.

    The WebNFC APIs allow Peer to Peer (P2P) communication between any 2 devices that support NFC Data Type Exchange format (NDEF). NFC passive tags that can present themselves as NDEF compatible tags can also be read and written to. This allows NFC experiences of sharing content (contacts, images, video etc) as well as use cases to read and write NFC programmable tags. More details here: Mozilla Hacks: NFC in Firefox OS

    With this release, we’re also bringing H264 hardware encoding/decoding support for WebRTC on top of the already supported features like DataChannel, getUserMedia and PeerConnection APIs for audio and video since v1.4. This makes it easy for WebRTC developers who have current WebRTC apps running on Firefox or Chrome to package these apps up and ship them as Firefox OS applications.

    A useful onboard tool that comes with this update is the Developer HUD. This tool gives app developers a convenient way to measure performance, memory usage, and other app characteristics.

    If you don’t already have a Firefox OS Flame developer device, you can purchase one here from for $170 including free global shipping.

    We hope you enjoy creating new apps for this updated version of Firefox OS. For more information check out the Flame Device wiki page.

    More Information:
    Flame Developer Video Tutorials
    Developer Preview Release Notes for Firefox OS 2.0

  7. An easier way of using polyfills

    Polyfills are a fantastic way to enable the use of modern code even while supporting legacy browsers, but currently using polyfills is too hard, so at the FT we’ve built a new service to make it easier. We’d like to invite you to use it, and help us improve it.

    Image from

    More pictures, they said. So here’s a unicorn, which is basically a horse with a polyfill.

    The challenge

    Here are some of the issues we are trying to solve:

    • Developers do not necessarily know which features need to be polyfilled. You load your site in some old version of IE beloved by a frustratingly large number of your users, see that the site doesn’t work, and have to debug it to figure out which feature is causing the problem. Sometimes the culprit is obvious, but often not, especially when legacy browsers also lack good developer tools.
    • There are often multiple polyfills available for each feature. It can be hard to know which one most faithfully emulates the missing feature.
    • Some polyfills come as a big bundle with lots of other polyfills that you don’t need, to provide comprehensive coverage of a large feature set, such as ES6. It should not be necessary to ship all of this code to the browser to fix something very simple.
    • Newer browsers don’t need the polyfill, but typically the polyfill is served to all browsers. This reduces performance in modern browsers in order to improve compatibility with legacy ones. We don’t want to make that compromise. We’d rather serve polyfills only to browsers that lack a native implementation of the feature.

    Our solution: polyfills as a service

    To solve these problems, we created the polyfill service. It’s a similar idea to going to an optometrist, having your eyes tested, and getting a pair of glasses perfectly designed to correct your particular vision problem. We are doing the same for browsers. Here’s how it works:

    1. Developers insert a script tag into their page, which loads the polyfill service endpoint.
    2. The service analyses the browser’s user-agent header and a list of requested features (or uses a default list of everything polyfillable) and builds a list of polyfills that are required for this browser
    3. The polyfills are ordered using a graph sort to place them in the right dependency order.
    4. The bundle is minified and served through a CDN (for which we’re very grateful to Fastly for their support)

    Do we really need this solution? Well, consider this: Modernizr is a big grab bag of feature detects, and all sensible use cases benefit from a custom build, but a large proportion of Modernizr users just use the default build, often from or as part of html5boilerplate. Why include Modernizr if you aren’t using its feature detects? Maybe you misunderstand the purpose of the library and just think that Modernizr “fixes stuff”? I have to admit, I did, when I first heard the name, and I was mildly disappointed to find that rather than doing any actual modernising, Modernizr actually just defines modernness.

    The polyfill service, on the other hand, does fix stuff. There’s really nothing wrong with not wanting to spend time gaining intimate knowledge of all the foibles of legacy browsers. Let someone figure it out once, and then we can all benefit from it without needing or wanting to understand the details.

    How to use it

    The simplest use case is:

    <script src="//" async defer></script>

    This includes our default polyfill set. The default set is a manually curated list of features that we think are most essential to modern web development, and where the polyfills are reasonably small and highly accurate. If you want to specify which features you want to polyfill though, go right ahead:

    <!-- Just the Array.from polyfill -->
    <script src="//" async defer></script>
    <!-- The default set, plus the geolocation polyfill -->
    <script src="//,Navigator.prototype.geolocation" async defer></script>

    If it’s important that you have loaded the polyfills before parsing your own code, you can remove the async and defer attributes, or use a script loader (one that doesn’t require any polyfills!).

    Testing and documenting feature support

    This table shows the polyfill service’s effect for a number of key web technologies and a range of popular browsers:

    Polyfill service support grid

    The full list of features we support is shown on our feature matrix. To build this grid we use Sauce Labs’ test automation platform, which runs each polyfill through a barrage of tests in each browser, and documents the results.

    So, er, user-agent sniffing? Really?

    Yes. There are several reasons why UA analysis wins out over feature detection for us:

    • In some cases, we have multiple polyfills for the same feature, because some browsers offer a non-compliant implementation that just needs to be bashed into shape, while others lack any implementation at all. With UA detection you can choose to serve the right variant of the polyfill.
    • With UA detection, the first HTTP request can respond directly with polyfill code. If we used feature detection, the first request would serve feature-detect code, and then a second one would be needed to fetch specific polyfills.

    Almost all websites with significant scale do UA detection. This isn’t to say the stigma attached to it is necessarily bad. It’s easy to write bad UA detect rules, and hard to write good ones. And we’re not ruling out making a way of using the service via feature-detects (in fact there’s an issue in our tracker for it).

    A service for everyone

    The service part of the app is maintained by the FT, and we are working on expanding and improving the tools, documentation, testing and service features all the time. The source is freely available on GitHub so you can easily host it yourself, but we also host an instance of the service on which you can use for free, and our friends at Fastly are providing free CDN distribution and SSL.

    We’ve made a platform. We need the community’s help to populate it. We already serve some of the best polyfills from Jonathan Neal, Mathias Bynens and others, but we’d love to be more comprehensive. Bring your polyfills, improve our tests, and make this a resource that can help move the web forward!

  8. Distributed On-the-Fly Image Processing and Open Source at Vimeo

    When you think of Vimeo, you probably think of video — after all, it’s what we do. However, we also have to handle creation and distribution a lot of images: thumbnails, user portraits, channel headers, and all the various awesome graphics around Vimeo, to name a few.

    For a very long time, all of this content was static and served from the CDN as-is. If we wanted to introduce a new video resolution, we would have to run batch jobs to get new, higher resolution thumbnails from all of the videos on the site, where possible. This also means that if we ever wanted to tweak the quality of said images, we would be out of luck. It also meant on mobile, or on a high DPI screen, we had to serve the same size images as on our main site, unless we wanted to store higher and/or lower resolution versions of the same images.

    Enter ViewMaster.

    About two years ago, during one of our code jams, one of our mobile site developers brought the issue to us, the transcode team, in search of a backend solution. ViewMaster was born that night, but sat idle for a long time after, due to heavy workloads, before being picked up again a few months ago.

    We’ll go into more detail below, but a quick summary of what ViewMaster is and does is:

    • Written in Go and C.
    • Resizes, filters, crops, and encodes (with optimizations such as pngout to different formats on-the-fly, and entirely in memory.
    • Can be scaled out; each server is ‘dumb’.
    • Reworked thumbnailing that picks one ‘good’ thumbnail per video, during upload, and stores a master for use with the on-the-fly processing later on.
    • Migrates our existing N versions of each image to one master, high quality image to be stored.

    This allows us to:

    • Serve smaller or larger images to different screen types, depending on DPI, and OS.
    • Serve optimized images for each browser; e.g. WebP for Chrome, and JPEG-XR for IE11+.
    • Easily introduce new video resolutions and player sizes.
    • Scale thumbnail images to the size of an embed, for display.
    • Introduce new optimizations such as mozjpeg instantly, and without any significant migration problems.

    Now for the slightly more technical bits.

    General Architectural Overview and Migration

    ViewMaster Flow

    A general look at the process is given in the diagram above. If you’d like a more detailed look at the infrastructure and migration strategy (and a higher res diagram), including what some of those funny names mean, head over to the Making Vimeo Blog to check it out!

    Open Source

    The actual image processing happens entirely in memory — the disk is never hit. The main image processing service is written in Go, and making somewhat liberal use of its C FFI to call several libraries and a few tiny C routines, open source or otherwise. It is known that calling C functions from Go has an overhead, but in practice, this has been negligible compared to the time taken by much more intensive operations inside the libraries, such as decoding, encoding, resizing, etc.

    The process is rather straight forward: The video frame is seeked to and decoded and converted to RGB (yes, JPEG is YCbCr, but it made more sense for the master to be stored as RGB to us) and/or the image is decoded, and various calculations are done to account for things like non-square pixels, cropping, resizing, aspect ratios, etc. The image is then resized, encoded, and optimized. All of this is done in-memory using buffered IO in Go (via bufio), and if need be piped to an external process and back to the service where libraries are not available, such as the case is with Gifsicle and pngout.

    Plenty of tricks are used to speed things up, such as detecting the image type and resolution based on mime-type, libmagic, and the libraries listed below, so we don’t need to call avformat_find_stream_info, which does a full decode of the image to get this information.

    A few of the notable open source libraries we leverage (and contribute to!), include:

    • FFmpeg & Libav – Base image decoding libraries (libavcodec), resizing (swscale), remote image access. Now supports CMYK JPEGs too!
    • FFMS2 – Frame accurate seeking using the above libraries.
    • libwebp – WebP encoding.
    • LCMS2 – ICC profile handling.

    On top of those, we’ve written several Go packages to aid in this as well, some of which we have just open sourced:

    • go-util – General utility functions for Go.
    • go-iccjpeg – ICC profile extraction from a generic io.Reader.
    • go-magic – Idiomatic Go bindings for the libmagic C API using io.Reader.
    • go-imgparse – Resolution extraction from JPEG, PNG, and WebP images optimized for I/O and convenience, again using a standard io.Reader.
    • go-taglog – Extended logging package compatible with the standard Go logging package.
    • go-mediainfo – Very basic binding for MediaInfo.


    Although we are currently optimizing quite well for PNG, and WebP, there is still lots to be done. To that end, we have been involved with an contributing to a number open source projects to create a better and faster web experience. A few are discussed below. It may not have been obvious though, since we tend to use our standard email accounts to contribute, rather than our corporate ones… Sneaky!

    mozjpeg – Very promising already, having added features such as scan optimization, trellis quantization, DHT/DQT table merging, and deringing via overshoot clipping, with future features such as optimized quantization tables for high DPI displays and globally optimal edge extension. We plan to roll this out after the plan for ABI compatibility is implemented in 3.0, and also we plan to then add support to ImageMagick to benefit the greater community, if someone else has not already.

    jxrlib – Awesome of Microsoft to open source this, but it needs a bit of work API-wise (that is, an actual API). Until fairly recently, it could not even be built as a library.

    jpeg-recompress – Alongside mozjpeg, something akin to this is very desirable for JPEG generation. Uses the excellent IQA with mozjpeg and some other metrics (one implemented poorly) by me!).

    Open Source PNG optimization library – This was a bit of a sticking point with us. The current open source PNG optimization utils do not support any in-memory API at all, or in fact, even piping via stdin/stdout. pngout is the only tool which even supports piping. Long term, we’d like to be able to ditch the closed source tool and contribute an API to one of these projects.

    Photoshop, GIMP, etc. plugins – I plan to implement these using the above-mentioned libraries, so designers can more easily reap the benefits of better image compression.

  9. Porting to Emscripten

    Emscripten is an open-source compiler that compiles C/C++ source code into the highly optimizable asm.js subset of JavaScript. This enables running programs originally written for desktop environments in a web browser.

    Porting your game to Emscripten offers several benefits. Most importantly it enables reaching a far wider potential user base. Emscripten games work on any modern web browser. There is no need for installers or setups – the user just opens a web page. Local storage of game data in browser cache means the game only needs to be re-downloaded after updates. If you implement a cloud based user data storage system users can continue their gameplay seamlessly on any computer with a browser.

    More info is available in:

    While Emscripten support for portable C/C++ code is very good there are some things that need to be taken into consideration. We will take a look at those in this article.

    Part 1: Preparation

    Is porting my game to Emscripten even feasible? If it is, how easy will it be? First consider the following restrictions imposed by Emscripten:

    • No closed-source third-party libraries
    • No threads

    Then, already having some of the following:

    • Using SDL2 and OpenGL ES 2.0 for graphics
    • Using SDL2 or OpenAL for audio
    • Existing multiplatform support

    will make the porting task easier. We’ll next look into each of these points more closely.

    First things to check

    If you’re using any third-party libraries for which you don’t have the source code you’re pretty much out of luck. You’ll have to rewrite your code not to use them.

    Heavy use of threads is also going to be a problem since Emscripten doesn’t currently support them. There are web workers but they’re not the same thing as threads on other platforms since there’s no shared memory. So you’ll have to disable multithreading.


    Before even touching Emscripten there are things you can do in your normal development environment. First of all you should use SDL2. SDL is a library which takes care of platform-specific things like creating windows and handling input. An incomplete port of SDL 1.3 ships with Emscripten and there’s a port of full SDL2 in the works. It will be merged to upstream soon.

    Space combat in FTL.

    OpenGL ES 2.0

    Second thing is to use OpenGL ES 2.0. If your game is using the SDL2 render interface this has already been done for you. If you use Direct3D you’ll first have to create an OpenGL version of your game. This is why multiplatform support from the beginning is such a good idea.

    Once you have a desktop OpenGL version you then need to create an OpenGL ES version. ES is a subset of full OpenGL where some features are not available and there are some additional restrictions. At least the NVidia driver and probably also AMD support creating ES contexts on desktop. This has the advantage that you can use your existing environment and debugging tools.

    You should avoid the deprecated OpenGL fixed-function pipeline if possible. While Emscripten has some support for this it might not work very well.

    There are certain problems you can run into at this stage. First one is lack of extension support. Shaders might also need rewriting for Emscripten. If you are using NVidia add #version line to trigger stricter shader validation.

    GLSL ES requires precision qualifiers for floating-point and integer variables. NVidia accepts these on desktop but most other GL implementations not, so you might end up with two different sets of shaders.

    OpenGL entry point names are different between GL ES and desktop. GL ES does not require a loader such as GLEW but you still might have to check GL extensions manually if you are using any. Also note that OpenGL ES on desktop is more lenient than WebGL. For example WebGL is more strict about glTexImage parameters and glTexParameter sampling modes.

    Multiple render targets might not be supported on GL ES. If you are using a stencil buffer you must also have a depth buffer. You must use vertex buffer objects, not user-mode arrays. Also you cannot mix index and vertex buffers into the same buffer object.

    For audio you should use SDL2 or OpenAL. One potential issue is that the Emscripten OpenAL implementation might require more and larger sound buffers than desktop to avoid choppy sounds.

    Multiplatform support

    It’s good if your project has multiplatform support, especially for mobile platforms (Android, iOS). There are two reasons for this. First, WebGL is essentially OpenGL ES instead of desktop OpenGL so most of your OpenGL work is already done. Second, since mobile platforms use ARM architecture most of the processor-specific problems have already been fixed. Particularly important is memory alignment since Emscripten doesn’t support unaligned loads from memory.

    After you have your OpenGL sorted out (or even concurrently with it if you have multiple people) you should port your game to Linux and/or OS X. Again there are several reasons. First one is that Emscripten is based on LLVM and Clang. If your code was written and tested with MSVC it probably contains non standard constructs which MSVC will accept but other compilers won’t. Also different optimizer might expose bugs which will be much easier to debug on desktop than on a browser.

    FTL Emscripten version main menu. Notice the missing “Quit” button. The UI is similar to that of the iPad version.

    A good overview of porting a Windows game to Linux is provided in Ryan Gordon’s Steam Dev Days talk.

    If you are using Windows you could also compile with MinGW.

    Useful debugging tools


    The second reason for porting to Linux is to gain access to several useful tools. First among these is undefined behavior sanitizer (UBSan). It’s a Clang compiler feature which adds runtime checks to catch C/C++ undefined behavior in your code. Most useful of these is the unaligned load check. C/C++ standard specifies that when accessing a pointer it must be properly aligned. Unfortunately x86-based processors will perform unaligned loads so most existing code has not been checked for this. ARM-based processors will usually crash your program when this happens. This is why a mobile port is good. On Emscripten an unaligned load will not crash but instead silently give you incorrect results.

    UBSan is also available in GCC starting with 4.9 but unfortunately the unaligned load sanitizer is only included in the upcoming 5.0 release.


    Second useful tool in Clang (and GCC) is AddressSanitizer. This is a runtime checker which validates your memory accesses. Reading or writing outside allocated buffers can lead to crashes on any platform but the problem is somewhat worse on Emscripten. Native binaries have a large address space which contains lots of empty space. Invalid read, especially one that is only slightly off, might hit a valid address and so not crash immediately or at all. On Emscripten the address space is much “denser” so any invalid access is likely to hit something critical or even be outside the allocated address space entirely. This will trigger an unspectacular crash and might be very hard to debug.


    The third tool is Valgrind. It is a runtime tool which runs uninstrumented binaries and checks them for various properties. For our purposes the most useful are memcheck and massif. Memcheck is a memory validator like AddressSanitizer but it catches a slightly different set of problems. It can also be used to pinpoint memory leaks. Massif is a memory profiler which can answer the question “why am I using so much memory?” This is useful since Emscripten is also a much more memory-constrained platform than desktop or even mobile and has no built in tools for memory profiling.

    Valgrind also has some other checkers like DRD and Helgrind which check for multithreading issues but since Emscripten doesn’t support threads we won’t discuss them here. They are very useful though so if you do multithreading on desktop you really should be using them.

    Valgrind is not available on Windows and probably will never be. That alone should be a reason to port your games to other platforms.

    Third-party libraries

    Most games use a number of third-party libraries. Hopefully you’ve already gotten rid of any closed-source ones. But even open-source ones are usually shipped as already-compiled libraries. Most of these are not readily available on Emscripten so you will have to compile them yourself. Also the Emscripten object format is based on LLVM bytecode which is not guaranteed to be stable. Any precompiled libraries might no longer work in future versions of Emscripten.

    While Emscripten has some support for dynamic linking it is not complete or well supported and should be avoided.

    The best way around these issues is to build your libraries as part of your standard build process and statically link them. While bundling up your libraries to archives and including those in link step works you might run into unexpected problems. Also changing your compiler options becomes easier if all sources are part of your build system.

    Once all that is done you should actually try to compile with Emscripten. If you’re using MS Visual Studio 2010 there’s an integration module which you can try. If you’re using cmake Emscripten ships with a wrapper (emcmake) which should automatically configure your build.

    If you’re using some other build system it’s up to you to set it up. Generally CC=emcc and CXX=em++ should do the trick. You might also have to remove platform-specific options like SSE and such.

    Part 2: Emscripten itself

    So now it links but when you load it up in your browser it just hangs and after a while the browser will tell you the script has hung and kill it.

    What went wrong?

    On desktop games have an event loop which will poll input, simulate state and draw the scene and run until terminated. On a browser there is instead a callback which does these things and is called by the browser. So to get your game to work you have to refactor your loop to a callback. In Emscripten this is set with the function emscripten_set_main_loop. Fortunately in most cases this is pretty simple. The easiest way is to refactor the body of your loop to a helper function and then in your desktop version call it in a loop and in the browser set it as your callback. Or if you’re using C++11 you can use a lambda and store that in std::function. Then you can add a small wrapper which calls that.

    Problems appear if you have multiple separate loops, for example loading screens. In that case you need to either refactor them into a single loop or call them one after another, setting a new one and canceling the previous one with emscripten_cancel_main_loop. Both of these are pretty complex and depend heavily on your code.

    So, now the game runs but you get a bunch of error messages that your assets can’t be found. The next step is to add your assets to the package. The simple way is to preload them. Adding the switch --preload-file <filename> to link flags will cause Emscripten to add the specified files to a .data file which will then be preloaded before main is called. These files can then be accessed with standard C/C++ IO calls. Emscripten will take care of the necessary magic.

    However this approach becomes problematic when you have lots of assets. The whole package needs to be loaded before the program starts which can lead to excessive loading times. To fix this you can stream in some assets like music or video.

    If you already have async loading in your desktop code you can reuse that. Emscripten has the function emscripten_async_wget_data for loading data asynchronously. One difference to keep in mind is that Emscripten async calls only know asset size after loading has completed whereas desktop generally knows if after the file has been opened. For optimal results you should refactor your code to something like “load this file, then here’s an operation to do after you have it”. C++11 lambdas can be useful here. In any case you really should have matching code on the desktop version because debugging is so much easier there.

    You should add a call at the end of your main loop which handles async loads. You should not load too much stuff asynchronously as it can be slow, especially if you’re loading multiple small files.

    So now it runs for a while but crashes with a message about exceeded memory limit. Since Emscripten emulates memory with JavaScript arrays the size of those arrays is crucial. By default they are pretty small and can’t grow. You can enable growing them by linking with -s ALLOW_MEMORY_GROWTH=1 but this is slow and might disable asm.js optimizations. It’s mostly useful in the debugging phase. For final release you should find out a memory limit that works and use -s TOTAL_MEMORY=<number>.

    As described above, Emscripten doesn’t have a memory profiler. Use Valgrind massif tool on Linux to find out where the memory is spent.

    If your game is still crashing you can try using JavaScript debugger and source maps but they don’t necessarily work very well. This is why sanitizers are important. printf or other logging is a good way to debug too. Also -s SAFE_HEAP=1 in link stage can find some memory bugs.

    Osmos test version on Emscripten test html page.

    Saves and preferences

    Saving stuff is not as simple as on desktop. The first thing you should do is find all the places where you’re saving or loading user-generated data. All of it should be in one place or go through one wrapper. If it doesn’t you should refactor it on desktop before continuing.

    The simplest thing is to set up a local storage. Emscripten already has the necessary code to do it and emulate standard C-like filesystem interface so you don’t have to change anything.

    You should add something like this to either the preRun in html or first thing in your main:

    FS.createFolder('/', 'user_data', true, true)
    FS.mount(IDBFS, {}, '/user_data');
    FS.syncfs(true, function(err) {
                  if(err) console.log('ERROR!', err);
                  console.log('finished syncing..');

    Then after you’ve written a file you need to tell the browser to sync it. Add a new method which contains something like this:

    static void userdata_sync()
            FS.syncfs(function(error) {
                if (error) {
                    console.log("Error while syncing", error);

    and call it after closing the file.

    While this works it has the problem that the files are stored locally. For desktop games this is not a problem since users understand that saves are stored on their computer. For web-based games the users expect their saves to be there on all computers. For the Mozilla Bundle, Humble Bundle built a CLOUDFS library which works just like Emscripten’s IDBFS and has a pluggable backend. You need to build your own using emscripten GET and POST APIs.

    Osmos demo at the Humble Mozilla Bundle page.

    Making it fast

    So now your game runs but not very fast. How to make it faster?

    On Firefox the first thing to check is that asm.js is enabled. Open web console and look for message “Successfully compiled asm.js”. If it’s not there the error message should tell you what’s going wrong.

    The next thing to check is your optimization level. Emscripten requires proper -O option both when compiling and linking. It’s easy to forget -O from link stage since desktop doesn’t usually require it. Test the different optimization levels and read the Emscripten documentation about other build flags. In particular OUTLINING_LIMIT and PRECISE_F32 might affect code speed.

    You can also enable link-time optimization by adding --llvm-lto <n> option. But beware that this has known bugs which might cause incorrect code generation and will only be fixed when Emscripten is upgraded to a newer LLVM sometime in the future. You might also run into bugs in the normal optimizer since Emscripten is still somewhat work-in-progress. So test your code carefully and if you run into any bugs report them to Emscripten developers.

    One strange feature of Emscripten is that any preloaded resources will be parsed by the browser. We usually don’t want this since we’re not using the browser to display them. Disable this by adding the following code as --pre-js:

    var Module;
    if (!Module) Module = (typeof Module !== 'undefined' ? Module : null) || {};
    // Disable image and audio decoding
    Module.noImageDecoding = true;
    Module.noAudioDecoding = true;

    Next thing: don’t guess where the time is being spent, profile! Compile your code with --profiling option (both compile and link stage) so the compiler will emit named symbols. Then use the browser’s built-in JavaScript profiler to see which parts are slow. Beware that some versions of Firefox can’t profile asm.js code so you will either have to upgrade your browser or temporarily disable asm.js by manually removing use asm -statement from the generated JavaScript. You should also profile with both Firefox and Chrome since they have different performance characteristics and their profilers work slightly differently. In particular Firefox might not account for slow OpenGL functions.

    Things like glGetError and glCheckFramebuffer which are slow on desktop can be catastrophic in a browser. Also calling glBufferData or glBufferSubData too many times can be very slow. You should refactor your code to avoid them or do as much with one call as possible.

    Another thing to note is that scripting languages used by your game can be very slow. There’s really no easy way around this one. If your language provides profiling facilities you can use those to try to speed it up. The other option is to replace your scripts with native code which will get compiled to asm.js.

    If you’re doing physics simulation or something else that can take advantage of SSE optimizations you should be aware that currently asm.js doesn’t support it but it should be coming sometime soon.

    To save some space on the final build you should also go through your code and third party libraries and disable all features you don’t actually use. In particular libraries like SDL2 and freetype contain lots of stuff which most programs don’t use. Check the libraries’ documentation on how to disable unused features. Emscripten doesn’t currently have a way to find out which parts of code are the largest but if you have a Linux build (again, you should) you can use

    nm -S --size-sort game.bin

    to see this. Just be aware that what’s large on Emscripten and what’s large on native might not be the same thing. In general they should agree pretty well.

    Sweeping autumn leaves in Dustforce.

    In conclusion

    To sum up, porting an existing game to Emscripten consists of removing any closed-source third party libraries and threading, using SDL2 for window management and input, OpenGL ES for graphics, and OpenAL or SDL2 for audio. You should also first port your game to other platforms, such as OS X and mobile, but at least for Linux. This makes finding potential issues easier and gives access to several useful debugging tools. The Emscripten port itself minimally requires changes to main loop, asset file handling, and user data storage. Also you need to pay special attention to optimizing your code to run in a browser.

  10. Massive: The asm.js Benchmark

    asm.js is a subset of JavaScript that is very easy to optimize. Most often it is generated by a compiler, such as Emscripten, from C or C++ code. The result can run at very high speeds, close to that of the same code compiled natively. For that reason, Emscripten and asm.js are useful for things like 3D game engines, which are usually large and complex C++ codebases that need to be fast, and indeed top companies in the game industry have adopted this approach, for example Unity and Epic, and you can see it in action in the Humble Mozilla Bundle, which recently ran.

    As asm.js code becomes more common, it is important to be able to measure performance on it. There are of course plenty of existing benchmarks, including Octane which contains one asm.js test, and JetStream which contains several. However, even those do not contain very large code samples, and massive codebases are challenging in particular ways. For example, just loading a page with such a script can take significant time while the browser parses it, causing a pause that is annoying to the user.

    A recent benchmark from Unity measures the performance of their game engine, which (when ported to the web) is a large asm.js codebase. Given the high popularity of the Unity engine among developers, this is an excellent benchmark for game performance in browsers, as real-world as it can get, and also it tests large-scale asm.js. It does however focus on game performance as a whole, taking into account both WebGL and JavaScript execution speed. For games, that overall result is often what you care about, but it is also interesting to measure asm.js on its own.

    Benchmarking asm.js specifically

    Massive is a benchmark that measures asm.js performance specifically. It contains several large, real-world codebases: Poppler, SQLite, Lua and Box2D; see the FAQ on the massive site for more details on each of those.

    Massive reports an overall score, summarizing it’s individual measurements. This score can help browser vendors track their performance over time and point to areas where improvements are needed, and for developers it can provide a simple way to get an idea of how fast asm.js execution is on a particular device and browser.

    Importantly, Massive does not only test throughput. As already mentioned, large codebases can affect startup time, and they can also affect responsiveness and other important aspects of the user experience. Massive therefore tests, in addition to throughput, how long it takes the browser to load a large codebase, and how responsive it is while doing so. It also tests how consistent performance is. Once again, see the FAQ for more details on each of those.

    Massive has been developed openly on github from day one, and we’ve solicited and received feedback from many relevant parties. Over the last few months Massive development has been in beta while we received comments, and there are currently no substantial outstanding issues, so we are ready to announce the first stable version, Massive 1.0.

    Massive tests multiple aspects of performance, in new ways, so it is possible something is not being measured in an optimal manner, and of course bugs always exist in software. However, by developing Massive in the open and thereby giving everyone the chance to inspect it and report issues, and by having a lengthy beta period, we believe we have the best possible chance of a reliable result. Of course, if you do find something wrong, please file an issue! General feedback is of course always welcome as well.

    Massive performance over time

    Massive is brand-new, but it is still interesting to look at how it performs on older browsers (“retroactively”), because if it measures something useful, and if browsers are moving in the right direction, then we should see Massive improve over time, even on browser versions that were released long before Massive existed. The graph below shows Firefox performance from version 14 (released 2012-07-17, over 2 years ago) and version 32 (which became the stable version in September 2014):

    Higher numbers are better, so we can indeed see that Massive scores do follow the expected pattern of improvement, with Firefox’s Massive score rising to around 6x its starting point 2 years ago. Note that the Massive score is not “linear” in the sense that 6x the score means 6x the performance, as it is calculated using the geometric mean (like Octane), however, the individual scores it averages are mostly linear. A 6x improvement therefore does represent a very large and significant speedup.

    Looking more closely at the changes over time, we can see which features landed in each of those versions of Firefox where we can see a significant improvement:

    There are three big jumps in Firefox’s Massive score, each annotated:

    • Firefox 22 introduced OdinMonkey, an optimization module for asm.js code. By specifically optimizing asm.js content, it almost doubled Firefox’s Massive score. (At the time, of course, Massive didn’t exist; but we measured speedups on other benchmarks.)
    • Firefox 26 parses async scripts off of the main thread. This avoids the browser or page becoming nonresponsive while the script loads. For asm.js content, not only parsing but also compilation happens in the background, making the user experience even smoother. Also in Firefox 26 are general optimizations for float32 operations, which appear in one of the Massive tests.
    • Firefox 29 caches asm.js code: The second time you visit the same site, previously-compiled asm.js code will just be loaded from disk, avoiding any compilation pause at all. Another speedup in this version is that the previous float32 optimizations are fully optimized in asm.js code as well.

    Large codebases, and why we need a new benchmark

    Each of those features is expected to improve asm.js performance, so it makes sense to see large speedups there. So far, everything looks pretty much as we would expect. However, a fourth milestone is noted on that graph, and it doesn’t cause any speedup. That feature is IonMonkey, which landed in Firefox 18. IonMonkey was a new optimizing compiler for Firefox, and it provided very large speedups on most common browser benchmarks. Why, then, doesn’t it show any benefit in Massive?

    IonMonkey does help very significantly on small asm.js codebases. But in its original release in Firefox 18 (see more details in the P.S. below), IonMonkey did not do well on very large ones – as a complex optimizing compiler, compilation time is not necessarily linear, which means that large scripts can take very large amounts of time to compile. IonMonkey therefore included a script size limit – over a certain size, IonMonkey simply never kicks in. This explains why Massive does not improve on Firefox 18, when IonMonkey landed – Massive contains very large codebases, and IonMonkey at the time could not actually run on them.

    That shows exactly why a benchmark like Massive is necessary, as other benchmarks did show speedups upon IonMonkey’s launch. In other words, Massive is measuring something that other benchmarks do not. And that thing – large asm.js codebases – is becoming more and more important.

    (P.S. IonMonkey’s script size limit prevented large codebases from being optimized when IonMonkey originally launched, but that limit has been relaxed over time, and practically does not exist today. This is possible through compilation on a background thread, interruptible compilation, and just straightforward improvements to compilation speed, all of which make it feasible to compile larger and larger functions. Exciting general improvements to JavaScript engines are constantly happening across the board!)