Guest language bindings generator for WIT and the Component Model
A Bytecode Alliance project
This project is a suite of bindings generators for languages that are compiled
to WebAssembly and use the component model. Bindings are described with
*.wit
files which specify imports, exports, and facilitate reuse
between bindings definitions.
The wit-bindgen
repository is currently focused on guest programs which
are those compiled to WebAssembly. Executing a component in a host is not
managed in this repository, and some options of how to do so are described
below. Languages developed in this repository are Rust, C, Java (TeaVM
Java), Go (TinyGo), and C#. If you encounter any problems feel free to open an
issue or chat with
us on Zulip.
WIT as an IDL
The wit-bindgen
project extensively uses WIT definitions to describe imports
and exports. The items supported by WIT directly map to the component model
which allows core WebAssembly binaries produced by native compilers to be
transformed into a component. All imports into a WebAssembly binary and all
exports must be described with WIT. An example file looks like:
package example:host;
world host {
import print: func(msg: string);
export run: func();
}
This describes a "world" which describes both imports and exports that the
WebAssembly component will have available. In this case the host will provide a
print
function and the component itself will provide a run
function.
Functionality in WIT can also be organized into interface
s:
package example:my-game;
interface my-plugin-api {
record coord {
x: u32,
y: u32,
}
get-position: func() -> coord;
set-position: func(pos: coord);
record monster {
name: string,
hp: u32,
pos: coord,
}
monsters: func() -> list<monster>;
}
world my-game {
import print: func(msg: string);
import my-plugin-api;
export run: func();
}
Here the my-plugin-api
interface encapsulates a group of functions, types,
etc. This can then be imported wholesale into the my-game
world via the
my-plugin-api
namespace. The structure of a WIT document and world will affect the
generated bindings per-language.
For more information about WIT and its syntax see the online documentation for WIT as well as its upstream reference.
The end-goal of wit-bindgen
is to facilitate creation of a
component. Once a component is created it can then be handed
off to any one of a number of host runtimes for execution. Creating a
component is not supported natively by any language today, however, so
wit-bindgen
is only one of the pieces in the process of creating a component.
The general outline for the build process of a component for a compiled language
is:
- Using
wit-bindgen
source code for the language is generated representing bindings to the specified APIs. This source code is then compiled by the native compiler and used by user-written code as well. - The native language toolchain is used to emit a core WebAssembly module. This
core wasm module is the "meat" of a component and contains all user-defined
code compiled to WebAssembly. The most common native target to use for
compilation today is the
wasm32-wasip1
target. - The output core wasm module is transformed into a component using the
wasm-tools
project, notably thewasm-tools component new
subcommand. This will ingest the native core wasm output and wrap the output into the component model binary format.
The precise tooling and commands at each of these steps differs language by language, but this is the general idea. With a component in-hand the binary can then be handed off to a host runtimes for execution.
An important consideration when creating a component today is WASI. All current
native toolchains for languages which have WASI support are using the
wasi_snapshot_preview1
version of WASI. This definition of WASI was made
with historical *.witx
files and is not compatible with the component model.
There is, however, a means by which to still create components from modules
that are using wasi_snapshot_preview1
APIs.
The wasm-tools component new
subcommand takes an --adapt
argument which acts
as a way to polyfill non-component-model APIs, like wasi_snapshot_preview1
,
with component model APIs. The Wasmtime runtime publishes adapter
modules with each release that are suitable to use with
--adapt
to implement wasi_snapshot_preview1
in terms of WASI 0.2. On
Wasmtime's releases page you'll see three modules to choose from:
wasi_snapshot_preview1.command.wasm
- use this for CLI applications.wasi_snapshot_preview1.reactor.wasm
- use this for applications that don't have amain
function for example: for example a process that responds to an event.wasi_snapshot_preview1.proxy.wasm
- use this for applications fed intowasmtime serve
for example.
Only one adapter is necessary and be sure to look for the latest versions as well.
The wit-bindgen
project is primarily focused on guest languages which are
those compiled to WebAssembly. Each language here already has native support for
execution in WebAssembly at the core wasm layer (e.g. targets the current core
wasm specification). Brief instructions
are listed here for each language of how to use it as well.
Each project below will assume the following *.wit
file in the root of your
project.
// wit/host.wit
package example:host;
world host {
import print: func(msg: string);
export run: func();
}
The Rust compiler since version 1.82 supports a native wasm32-wasip2
target and can be added to
any rustup
-based toolchain with:
rustup target add wasm32-wasip2
In order to compile a wasi dynamic library, the following must be added to the
Cargo.toml
file:
[lib]
crate-type = ["cdylib"]
Projects can then depend on wit-bindgen
by executing:
cargo add wit-bindgen
WIT files are currently added to a wit/
folder adjacent to your Cargo.toml
file. Example code using this then looks like:
// src/lib.rs
// Use a procedural macro to generate bindings for the world we specified in
// `host.wit`
wit_bindgen::generate!({
// the name of the world in the `*.wit` input file
world: "host",
});
// Define a custom type and implement the generated `Guest` trait for it which
// represents implementing all the necessary exported interfaces for this
// component.
struct MyHost;
impl Guest for MyHost {
fn run() {
print("Hello, world!");
}
}
// export! defines that the `MyHost` struct defined below is going to define
// the exports of the `world`, namely the `run` function.
export!(MyHost);
By using cargo expand
or cargo doc
you can also explore the generated code. If there's a bug in wit-bindgen
and the generated bindings do not compile or if there's an error in the
generated code (which is probably also a bug in wit-bindgen
), you can use
WIT_BINDGEN_DEBUG=1
as an environment variable to help debug this.
This project can then be built with:
cargo build --target wasm32-wasip2
This creates a ./target/wasm32-wasip2/debug/my-project.wasm
file which is suitable to execute in any
component runtime. Using wasm-tools
you can inspect the binary as well, for
example inferring the WIT world that is the component:
wasm-tools component wit ./target/wasm32-wasip2/debug/my-project.wasm
# world my-component {
# import print: func(msg: string)
# export run: func()
# }
which in this case, as expected, is the same as the input world.
C and C++ code can be compiled for the wasm32-wasip1
target using the WASI
SDK project. The releases on that repository have precompiled clang
binaries
which are pre-configured to compile for WebAssembly.
To start in C and C++ a *.c
and *.h
header file is generated for your
project to use. These files are generated with the wit-bindgen
CLI
command in this repository.
wit-bindgen c ./wit
# Generating "host.c"
# Generating "host.h"
# Generating "host_component_type.o"
Some example code using this would then look like
// my-component.c
#include "host.h"
void host_run() {
host_string_t my_string;
host_string_set(&my_string, "Hello, world!");
host_print(&my_string);
}
This can then be compiled with clang
from the WASI SDK and assembled into a
component with:
clang host.c host_component_type.o my-component.c -o my-core.wasm -mexec-model=reactor
wasm-tools component new ./my-core.wasm -o my-component.wasm
Like with Rust, you can then inspect the output binary:
wasm-tools component wit ./my-component.wasm
To generate the bindings:
wit-bindgen c-sharp -w command -r native-aot --generate-stub wit/
Now you create a c# project file:
dotnet new console -o MyApp
cd MyApp
dotnet new nugetconfig
In the nuget.config
after <clear />
make sure you have:
<add key="dotnet-experimental" value="https://pkgs.dev.azure.com/dnceng/public/_packaging/dotnet-experimental/nuget/v3/index.json" />
<add key="nuget" value="https://api.nuget.org/v3/index.json" />
In the MyApp.csproj add the following to the property group:
<RuntimeIdentifier>wasi-wasm</RuntimeIdentifier>
<UseAppHost>false</UseAppHost>
<PublishTrimmed>true</PublishTrimmed>
<InvariantGlobalization>true</InvariantGlobalization>
<SelfContained>true</SelfContained>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<WASI_SDK_PATH>path/to/wasi-sdk</WASI_SDK_PATH>
Add the native-aot compiler (substitute win-x64
for linux-x64
on Linux):
dotnet add package Microsoft.DotNet.ILCompiler.LLVM --prerelease
dotnet add package runtime.win-x64.Microsoft.DotNet.ILCompiler.LLVM --prerelease
Now you can build with:
dotnet publish
Checkout out componentize-dotnet for a simplified experience.
Java bytecode can be compiled to WebAssembly using
TeaVM-WASI. With this generator,
wit-bindgen
will emit *.java
files which may be used with any JVM language,
e.g. Java, Kotlin, Clojure, Scala, etc.
The new TinyGo WIT bindings generator is currently in development at the wasm-tools-go repository.
To install the wit-bindgen-go
CLI, run:
go install github.com/bytecodealliance/wasm-tools-go/cmd/wit-bindgen-go
Note: it requires
wasm-tools
to be installed.
Then, you can generate the bindings for your project:
wit-bindgen-go generate <path-to-wit-pkg>
MoonBit can be compiled to WebAssembly using its toolchain:
moon build --target wasm # --debug to keep symbols
The generated core wasm will be found under target/wasm/release/build/gen/gen.wasm
by default. Then you can use wasm-tools
to componentize the module:
wasm-tools component embed wit target/wasm/release/build/gen/gen.wasm -o target/gen.wasm
wasm-tools component new target/gen.wasm -o target/gen.component.wasm
You may use --gen-dir
to specify which package should be responsible for the exportation. The default is gen
as mentioned above.
This can be useful having one project that exports multiple worlds.
When using wit-bindgen moonbit
, you may use --derive-show
or --derive-eq
to derive Show
or Eq
traits for all types.
You may also use --derive-error
, which will make types containing Error
as error types in MoonBit.
You will find the files to be modified with the name **/stub.mbt
.
To avoid touching the files during regeneration (including moon.pkg.json
or moon.mod.json
) you may use --ignore-stub
.
/!\ MoonBit is still evolving, so please check out the Weekly Updates for any breaking changes or deprecations.
Guest component support for JavaScript and Python is available in componentize-js and componentize-py, respectively. See also The WebAssembly Component Model developer's guide for examples of how to build components using various languages.
Other languages such as Ruby, etc, are hoped to be supported one day
with wit-bindgen
or with components in general. It's recommended to reach out
on zulip if you're intersted in contributing a generator for one of these
langauges. It's worth noting, however, that turning an interpreted language into
a component is significantly different from how compiled languages currently
work (e.g. Rust or C/C++). It's expected that the first interpreted language
will require a lot of design work, but once that's implemented the others can
ideally relatively quickly follow suit and stay within the confines of the
first design.
To install the CLI for this tool (which isn't the only way it can be used), run the following cargo command. This will let you generate the bindings for any supported language.
cargo install wit-bindgen-cli
This CLI IS NOT stable and may change, do not expect it to be or rely on it being stable. Please reach out to us on zulip if you'd like to depend on it, so we can figure out a better alternative for your use case.
The wit-bindgen
project is intended to facilitate in generating a component,
but once a component is in your hands the next thing to do is to actually
execute that somewhere. This is not under the purview of wit-bindgen
itself
but these are some resources and runtimes which can help you work with
components:
-
Rust: the
wasmtime
crate is an implementation of a native component runtime that can run any WITworld
. It additionally comes with abindgen!
macro which acts similar to thegenerate!
macro in this repository. This macro takes a WIT package as input and generatestrait
-based bindings for the runtime to implement and use. -
JS: the
jco
project can be used to execute components in JS either on the web or outside the browser in a runtime such asnode
. This project generates a polyfill for a single concrete component to execute in a JS environment by extracting the core WebAssembly modules that make up a component and generating JS glue to interact between the host and these modules. -
Python: the
wasmtime
project on PyPI has abindgen
mode that works similar to the JS integration. Given a concrete component this will generate Python source code to interact with the component using an embedding of Wasmtime for its core WebAssembly support. -
Tooling: the
wasm-tools
project can be used to inspect and modify low-level details of components. For example as previously mentioned you can inspect the WIT-based interface of a component withwasm-tools component wit
. You can link two components together withwasm-tools compose
as well.
Note that the runtimes above are generally intended to work with arbitrary
components, not necessarily only those created by wit-bindgen
. This is also
not necessarily an exhaustive listing of what can execute a component.
To build the cli:
cargo build
Learn more how to run the tests in the testing document.
This repository's crates and CLI are all currently versioned at 0.X.Y
where
Y
is frequently 0
and X
increases most of the time with publishes. This
means that changes are published as possibly-API-breaking changes as development
continues here.
Also, this repository does not currently have a strict release cadence. Releases are done on an as-needed basis. If you'd like a release done please feel free to reach out on Zulip, file an issue, leave a comment on a PR, or otherwise contact a maintainer.
For maintainers, the release process looks like:
- Go to this link
- Click on "Run workflow" in the UI.
- Use the default
bump
argument and hit "Run workflow" - Wait for a PR to be created by CI. You can watch the "Actions" tab for if things go wrong.
- When the PR opens, close it then reopen it. Don't ask questions.
- Review the PR, approve it, then queue it for merge.
That should be it, but be sure to keep an eye on CI in case anything goes wrong.
This project is triple licenced under the Apache 2/ Apache 2 with LLVM exceptions/ MIT licences. The reasoning for this is:
- Apache 2/ MIT is common in the rust ecosystem.
- Apache 2/ MIT is used in the rust standard library, and some of this code may be migrated there.
- Some of this code may be used in compiler output, and the Apache 2 with LLVM exceptions licence is useful for this.
For more details see
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this project by you, as defined in the Apache 2/ Apache 2 with LLVM exceptions/ MIT licenses, shall be licensed as above, without any additional terms or conditions.