Before we write much more code, we will want to have some debugging tools in our belt for when things go wrong.

Building with Debug Symbols

⚡ When debugging, always make sure you are building with debug symbols!

If you don't have debug symbols enabled, then the "name" section won't be present in the compiled .wasm binary, and stack traces will have function names like wasm-function[42] rather than wasm_game_of_life::Universe::live_neighbor_count.

When using a "debug" build (aka wasm-pack init --debug) debug symbols are enabled by default.

With a "release" build, debug symbols are not enabled by default. To enable debug symbols, ensure that you debug = true in the [profile.release] section of your wasm-game-of-life/Cargo.toml:

debug = true


Logging is one of the most effective tools we have for proving and disproving hypotheses about why our programs are buggy. On the Web, the console.log function is the way to log messages to the browser's developer tools console. We can use wasm_bindgen to import a reference to it, like this:

# #![allow(unused_variables)]
#fn main() {
extern {
    #[wasm_bindgen(js_namespace = console)]
    fn log(msg: &str);

// A macro to provide `println!(..)`-style syntax for `console.log` logging.
macro_rules! log {
    ($($t:tt)*) => (log(&format!($($t)*)))

Then, we can start logging messages to the console by inserting calls to log in Rust code. For example, to log each cell's state, live neighbors count, and next state, we could modify wasm-game-of-life/src/ like this:

diff --git a/src/ b/src/
index f757641..a30e107 100755
--- a/src/
+++ b/src/
@@ -63,6 +63,11 @@ impl Universe {
                 let cell = self.cells[idx];
                 let live_neighbors = self.live_neighbor_count(row, col);

+                log!(
+                    "cell[{}, {}] is initially {:?} and has {} live neighbors",
+                    row, col, cell, live_neighbors
+                );
                 let next_cell = match (cell, live_neighbors) {
                     // Rule 1: Any live cell with fewer than two live neighbours
                     // dies, as if caused by underpopulation.
@@ -80,6 +85,8 @@ impl Universe {
                     (otherwise, _) => otherwise,

+                log!("    it becomes {:?}", next_cell);
                 next[idx] = next_cell;

Alternatively, the console.error function has the same signature as console.log, but developer tools tend to also capture and display a stack trace alongside the logged message when console.error is used.


Logging Panics

The console_error_panic_hook crate logs unexpected panics to the developer console via console.error. Rather than getting cryptic, difficult-to-debug RuntimeError: unreachable executed error messages, this gives you Rust's formatted panic message.

Our wasm-pack-template comes with an optional, enabled-by-default dependency on console_error_panic_hook that is configured in wasm-game-of-life/src/ All we need to do is install the hook in an initialization function or common code path. We can call it inside the Universe::new constructor in wasm-game-of-life/src/

# #![allow(unused_variables)]
#fn main() {
pub fn new() -> Universe {
    // ...

Using a Debugger

Unfortunately, the debugging story for WebAssembly is still immature. On most Unix systems, DWARF is used to encode the information that a debugger needs to provide source-level inspection of a running program. There is an alternative format that encodes similar information on Windows. Currently, there is no equivalent for WebAssembly. Therefore, debuggers currently provide limited utility, and we end up stepping through raw WebAssembly instructions emitted by the compiler, rather than the Rust source text we authored.

Nonetheless, debuggers are still useful for inspecting the JavaScript that interacts with our WebAssembly. For example, we can use the debugger to pause on each iteration of our renderLoop function. This provides us with a convenient checkpoint for inspecting logged messages, and comparing the currently rendered frame to the previous one.

Screenshot of debugging the Game of Life


Avoid the Need to Debug WebAssembly in the First Place

While some bugs are specific to interfacing JavaScript and WebAssembly, experience says that most are not. Try to reproduce bugs as normal Rust #[test] functions, where you can leverage your OS's mature native tooling when debugging. Use testing crates like quickcheck to exercise the interface you expose to JavaScript. Ultimately, you will have an easier time finding and fixing bugs if you can isolate them in a smaller test cases that don't require interacting with JavaScript.

Note that in order to run the #[test]s without compiler and linker errors, you will need to comment out the crate-type = "cdylib" bits in wasm-game-of-life/Cargo.toml.


  • Add logging to the tick function that records the row and column of each cell that transitioned states from live to dead or vice versa.

  • Introduce a panic!() in the Universe::new method. Inspect the panic's backtrace in your Web browser's JavaScript debugger. Disable debug symbols, rebuild without the console_error_panic_hook optional dependency, and inspect the stack trace again. Not as useful is it?