---
title: "Single-file executable"
description: "Generate standalone executables from TypeScript or JavaScript files with Bun"
---

Bun's bundler implements a `--compile` flag for generating a standalone binary from a TypeScript or JavaScript file.

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build ./cli.ts --compile --outfile mycli
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./cli.ts"],
      compile: {
        outfile: "./mycli",
      },
    });
    ```
  </Tab>
</Tabs>

```ts cli.ts icon="/icons/typescript.svg"
console.log("Hello world!");
```

This bundles `cli.ts` into an executable you can run directly:

```bash terminal icon="terminal"
./mycli
```

```txt
Hello world!
```

All imported files and packages are bundled into the executable, along with a copy of the Bun runtime. All built-in Bun and Node.js APIs are supported.

---

## Cross-compile to other platforms

Use the `--target` flag to compile your standalone executable for a different operating system, architecture, or version of Bun than the machine you're running `bun build` on.

To build for Linux x64 (most servers):

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --target=bun-linux-x64 ./index.ts --outfile myapp

    # To support CPUs from before 2013, use the baseline version (nehalem)
    bun build --compile --target=bun-linux-x64-baseline ./index.ts --outfile myapp

    # To explicitly only support CPUs from 2013 and later, use the modern version (haswell)
    # modern is faster, but baseline is more compatible.
    bun build --compile --target=bun-linux-x64-modern ./index.ts --outfile myapp
    ```

  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    // Standard Linux x64
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        target: "bun-linux-x64",
        outfile: "./myapp",
      },
    });

    // Baseline (pre-2013 CPUs)
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        target: "bun-linux-x64-baseline",
        outfile: "./myapp",
      },
    });

    // Modern (2013+ CPUs, faster)
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        target: "bun-linux-x64-modern",
        outfile: "./myapp",
      },
    });
    ```

  </Tab>
</Tabs>

To build for Linux ARM64 (for example, Graviton or Raspberry Pi):

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    # Note: the default architecture is x64 if no architecture is specified.
    bun build --compile --target=bun-linux-arm64 ./index.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        target: "bun-linux-arm64",
        outfile: "./myapp",
      },
    });
    ```
  </Tab>
</Tabs>

To build for Windows x64:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --target=bun-windows-x64 ./path/to/my/app.ts --outfile myapp

    # To support CPUs from before 2013, use the baseline version (nehalem)
    bun build --compile --target=bun-windows-x64-baseline ./path/to/my/app.ts --outfile myapp

    # To explicitly only support CPUs from 2013 and later, use the modern version (haswell)
    bun build --compile --target=bun-windows-x64-modern ./path/to/my/app.ts --outfile myapp

    # note: if no .exe extension is provided, Bun adds it automatically for Windows executables
    ```

  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    // Standard Windows x64
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        target: "bun-windows-x64",
        outfile: "./myapp", // .exe added automatically
      },
    });

    // Baseline or modern variants
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        target: "bun-windows-x64-baseline",
        outfile: "./myapp",
      },
    });
    ```

  </Tab>
</Tabs>

To build for Windows arm64:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --target=bun-windows-arm64 ./path/to/my/app.ts --outfile myapp

    # note: if no .exe extension is provided, Bun adds it automatically for Windows executables
    ```

  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        target: "bun-windows-arm64",
        outfile: "./myapp", // .exe added automatically
      },
    });
    ```

  </Tab>
</Tabs>

To build for macOS arm64:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --target=bun-darwin-arm64 ./path/to/my/app.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        target: "bun-darwin-arm64",
        outfile: "./myapp",
      },
    });
    ```
  </Tab>
</Tabs>

To build for macOS x64:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --target=bun-darwin-x64 ./path/to/my/app.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        target: "bun-darwin-x64",
        outfile: "./myapp",
      },
    });
    ```
  </Tab>
</Tabs>

### Supported targets

The segments of the `--target` value can appear in any order, as long as they're delimited by `-`.

| --target             | Operating System | Architecture | Modern | Baseline | Libc  |
| -------------------- | ---------------- | ------------ | ------ | -------- | ----- |
| bun-linux-x64        | Linux            | x64          | ✅     | ✅       | glibc |
| bun-linux-arm64      | Linux            | arm64        | ✅     | N/A      | glibc |
| bun-windows-x64      | Windows          | x64          | ✅     | ✅       | -     |
| bun-windows-arm64    | Windows          | arm64        | ✅     | N/A      | -     |
| bun-darwin-x64       | macOS            | x64          | ✅     | ✅       | -     |
| bun-darwin-arm64     | macOS            | arm64        | ✅     | N/A      | -     |
| bun-linux-x64-musl   | Linux            | x64          | ✅     | ✅       | musl  |
| bun-linux-arm64-musl | Linux            | arm64        | ✅     | N/A      | musl  |

<Warning>
  On x64 platforms, Bun uses SIMD optimizations that require a CPU with AVX2 instructions. The `-baseline` build of Bun
  is for older CPUs without them. The Bun installer detects which version to use, but when cross-compiling you might not
  know the target CPU. This mostly matters on Windows x64 and Linux x64, rarely on Darwin x64. If you or your users see
  `"Illegal instruction"` errors, you might need to use the baseline version.
</Warning>

---

## Build-time constants

Use the `--define` flag to inject build-time constants into your executable, such as version numbers, build timestamps, or configuration values:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --define BUILD_VERSION='"1.2.3"' --define BUILD_TIME='"2024-01-15T10:30:00Z"' src/cli.ts --outfile mycli
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./src/cli.ts"],
      compile: {
        outfile: "./mycli",
      },
      define: {
        BUILD_VERSION: JSON.stringify("1.2.3"),
        BUILD_TIME: JSON.stringify("2024-01-15T10:30:00Z"),
      },
    });
    ```
  </Tab>
</Tabs>

Bun inlines these constants into the binary at build time, so they cost nothing at runtime and enable dead code elimination.

<Note>For more examples and patterns, see the [Build-time constants guide](/guides/runtime/build-time-constants).</Note>

---

## Deploying to production

Compiled executables reduce memory usage and improve Bun's start time.

Normally, Bun reads and transpiles JavaScript and TypeScript files on `import` and `require`. This is part of what makes so much of Bun "just work", but it's not free: reading files from disk, resolving paths, parsing, transpiling, and printing source code costs time and memory.

Compiled executables move that cost from runtime to build time.

When deploying to production, we recommend the following:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --minify --sourcemap ./path/to/my/app.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        outfile: "./myapp",
      },
      minify: true,
      sourcemap: "linked",
    });
    ```
  </Tab>
</Tabs>

### Bytecode compilation

To improve startup time, enable bytecode compilation:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --minify --sourcemap --bytecode ./path/to/my/app.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./path/to/my/app.ts"],
      compile: {
        outfile: "./myapp",
      },
      minify: true,
      sourcemap: "linked",
      bytecode: true,
    });
    ```
  </Tab>
</Tabs>

Using bytecode compilation, `tsc` starts 2x faster:

<Frame>
  ![Bytecode performance comparison](https://github.com/user-attachments/assets/dc8913db-01d2-48f8-a8ef-ac4e984f9763)
</Frame>

Bytecode compilation moves parsing overhead for large input files from runtime to bundle time. Your app starts faster, in exchange for making the `bun build` command a little slower. It doesn't obscure source code.

<Note>Bytecode compilation supports both `cjs` and `esm` formats when used with `--compile`.</Note>

### What do these flags do?

The `--minify` argument reduces the size of the transpiled output code. For a large application, this can save megabytes of space. For smaller applications, it might still improve start time a little.

The `--sourcemap` argument embeds a sourcemap compressed with zstd, so that errors & stacktraces point to their original locations instead of the transpiled location. Bun decompresses & resolves the sourcemap automatically when an error occurs.

The `--bytecode` argument enables bytecode compilation. Every time you run JavaScript code in Bun, JavaScriptCore (the engine) compiles your source code into bytecode. `--bytecode` moves that parsing work from runtime to bundle time, which shortens startup.

---

## Embedding runtime arguments

**`--compile-exec-argv="args"`** - Embed runtime arguments, available at runtime in `process.execArgv`:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    bun build --compile --compile-exec-argv="--smol --user-agent=MyBot" ./app.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./app.ts"],
      compile: {
        execArgv: ["--smol", "--user-agent=MyBot"],
        outfile: "./myapp",
      },
    });
    ```
  </Tab>
</Tabs>

```ts app.ts icon="/icons/typescript.svg"
// In the compiled app
console.log(process.execArgv); // ["--smol", "--user-agent=MyBot"]
```

### Runtime arguments via `BUN_OPTIONS`

Standalone executables read the `BUN_OPTIONS` environment variable, so you can pass runtime flags without recompiling:

```bash terminal icon="terminal"
# Enable CPU profiling on a compiled executable
BUN_OPTIONS="--cpu-prof" ./myapp

# Enable heap profiling with markdown output
BUN_OPTIONS="--heap-prof-md" ./myapp

# Combine multiple flags
BUN_OPTIONS="--smol --cpu-prof-md" ./myapp
```

---

## Automatic config loading

Standalone executables can automatically load configuration files from the directory where they are run. By default:

- **`tsconfig.json`** and **`package.json`** loading is **disabled** — these are typically only needed at development time, and the bundler already uses them when compiling
- **`.env`** and **`bunfig.toml`** loading is **enabled** — these often contain runtime configuration that may vary per deployment

<Note>
  In a future version of Bun, `.env` and `bunfig.toml` may also be disabled by default for more deterministic behavior.
</Note>

### Enabling config loading at runtime

If your executable needs to read `tsconfig.json` or `package.json` at runtime, opt in with these flags:

```bash icon="terminal" terminal
# Enable runtime loading of tsconfig.json
bun build --compile --compile-autoload-tsconfig ./app.ts --outfile myapp

# Enable runtime loading of package.json
bun build --compile --compile-autoload-package-json ./app.ts --outfile myapp

# Enable both
bun build --compile --compile-autoload-tsconfig --compile-autoload-package-json ./app.ts --outfile myapp
```

### Disabling config loading at runtime

To disable `.env` or `bunfig.toml` loading for deterministic execution:

<Tabs>
  <Tab title="CLI">
    ```bash icon="terminal" terminal
    # Disable .env loading
    bun build --compile --no-compile-autoload-dotenv ./app.ts --outfile myapp

    # Disable bunfig.toml loading
    bun build --compile --no-compile-autoload-bunfig ./app.ts --outfile myapp

    # Disable all config loading
    bun build --compile --no-compile-autoload-dotenv --no-compile-autoload-bunfig ./app.ts --outfile myapp
    ```

  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./app.ts"],
      compile: {
        // tsconfig.json and package.json are disabled by default
        autoloadTsconfig: true, // Enable tsconfig.json loading
        autoloadPackageJson: true, // Enable package.json loading

        // .env and bunfig.toml are enabled by default
        autoloadDotenv: false, // Disable .env loading
        autoloadBunfig: false, // Disable bunfig.toml loading
        outfile: "./myapp",
      },
    });
    ```

  </Tab>
</Tabs>

---

## Act as the Bun CLI

<Note>New in Bun v1.2.16</Note>

Set the `BUN_BE_BUN=1` environment variable to run a standalone executable as if it were the `bun` CLI itself. The executable ignores its bundled entrypoint and exposes the full `bun` CLI instead.

For example, consider an executable compiled from this script:

```bash icon="terminal" terminal
echo "console.log(\"you shouldn't see this\");" > such-bun.js
bun build --compile ./such-bun.js
```

```txt
[3ms] bundle 1 modules
[89ms] compile such-bun
```

Normally, running `./such-bun` with arguments executes the script.

```bash icon="terminal" terminal
# Executable runs its own entrypoint by default
./such-bun install
```

```txt
you shouldn't see this
```

However, with the `BUN_BE_BUN=1` environment variable, it acts like the `bun` binary:

```bash icon="terminal" terminal
# With the env var, the executable acts like the `bun` CLI
BUN_BE_BUN=1 ./such-bun install
```

```txt
bun install v1.2.16-canary.1 (1d1db811)
Checked 63 installs across 64 packages (no changes) [5.00ms]
```

CLI tools built on top of Bun can use this to install packages, bundle dependencies, or run other files without downloading a separate binary or installing Bun.

---

## Full-stack executables

<Note>New in Bun v1.2.17</Note>

The `--compile` flag can create a standalone executable that contains both server and client code, which suits full-stack applications. When you import an HTML file in your server code, Bun bundles the frontend assets (JavaScript, CSS, and so on) and embeds them into the executable.

<CodeGroup>

```ts server.ts icon="/icons/typescript.svg"
import { serve } from "bun";
import index from "./index.html";

const server = serve({
  routes: {
    "/": index,
    "/api/hello": { GET: () => Response.json({ message: "Hello from API" }) },
  },
});

console.log(`Server running at http://localhost:${server.port}`);
```

```html index.html icon="file-code"
<!DOCTYPE html>
<html>
  <head>
    <title>My App</title>
    <link rel="stylesheet" href="./styles.css" />
  </head>
  <body>
    <h1>Hello World</h1>
    <script src="./app.ts"></script>
  </body>
</html>
```

```ts app.ts icon="file-code"
console.log("Hello from the client!");
```

```css styles.css icon="file-code"
body {
  background-color: #f0f0f0;
}
```

</CodeGroup>

To build this into a single executable:

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build --compile ./server.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./server.ts"],
      compile: {
        outfile: "./myapp",
      },
    });
    ```
  </Tab>
</Tabs>

This creates a self-contained binary that includes:

- Your server code
- The Bun runtime
- All frontend assets (HTML, CSS, JavaScript)
- Any npm packages used by your server

The result is a single file you can deploy anywhere without installing Node.js, Bun, or any dependencies:

```bash terminal icon="terminal"
./myapp
```

Bun serves the frontend assets with the correct MIME types and cache headers. The HTML import is replaced with a manifest object that `Bun.serve` uses to serve the pre-bundled assets.

For more on building full-stack applications, see the [full-stack guide](/bundler/fullstack).

---

## Worker

To use workers in a standalone executable, add the worker's entrypoint to the build:

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build --compile ./index.ts ./my-worker.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./index.ts", "./my-worker.ts"],
      compile: {
        outfile: "./myapp",
      },
    });
    ```
  </Tab>
</Tabs>

Then, reference the worker in your code:

```ts index.ts icon="/icons/typescript.svg"
console.log("Hello from Bun!");

// Any of these will work:
new Worker("./my-worker.ts");
new Worker(new URL("./my-worker.ts", import.meta.url));
new Worker(new URL("./my-worker.ts", import.meta.url).href);
```

When you add multiple entrypoints to a standalone executable, each is bundled separately into the executable.

We may eventually detect statically-known paths in `new Worker(path)` and bundle them automatically, but for now you need to list the worker file as an entrypoint, as in the earlier example.

If you use a relative path to a file not included in the standalone executable, Bun loads that path from disk relative to the process's current working directory, and errors if it doesn't exist.

---

## SQLite

You can use `bun:sqlite` imports with `bun build --compile`.

By default, the database is resolved relative to the current working directory of the process.

```ts index.ts icon="/icons/typescript.svg"
import db from "./my.db" with { type: "sqlite" };

console.log(db.query("select * from users LIMIT 1").get());
```

That means if the executable is at `/usr/bin/hello` and the user's terminal is in `/home/me/Desktop`, Bun looks for `/home/me/Desktop/my.db`.

```bash terminal icon="terminal"
cd /home/me/Desktop
./hello
```

---

## Embed assets & files

Standalone executables can embed files directly into the binary, so a single executable can ship images, JSON configs, templates, or any other assets your application needs.

### How it works

Use the `with { type: "file" }` [import attribute](https://github.com/tc39/proposal-import-attributes) to embed a file:

```ts index.ts icon="/icons/typescript.svg"
import icon from "./icon.png" with { type: "file" };

console.log(icon);
// During development: "./icon.png"
// After compilation: "/$bunfs/root/icon-a1b2c3d4.png" (internal path)
```

The import returns a **path string** that points to the embedded file. At build time, Bun:

1. Reads the file contents
2. Embeds the data into the executable
3. Replaces the import with an internal path (prefixed with `/$bunfs/`)

You can then read this embedded file using `Bun.file()` or Node.js `fs` APIs.

### Reading embedded files with Bun.file()

`Bun.file()` is the recommended way to read embedded files:

```ts index.ts icon="/icons/typescript.svg"
import icon from "./icon.png" with { type: "file" };
import { file } from "bun";

// Get file contents as different types
const bytes = await file(icon).arrayBuffer(); // ArrayBuffer
const text = await file(icon).text(); // string (for text files)
const blob = file(icon); // Blob

// Stream the file in a response
export default {
  fetch(req) {
    return new Response(file(icon), {
      headers: { "Content-Type": "image/png" },
    });
  },
};
```

### Reading embedded files with Node.js fs

Embedded files work with the Node.js file system APIs:

```ts index.ts icon="/icons/typescript.svg"
import icon from "./icon.png" with { type: "file" };
import config from "./config.json" with { type: "file" };
import { readFileSync, promises as fs } from "node:fs";

// Synchronous read
const iconBuffer = readFileSync(icon);

// Async read
const configData = await fs.readFile(config, "utf-8");
const parsed = JSON.parse(configData);

// Check file stats
const stats = await fs.stat(icon);
console.log(`Icon size: ${stats.size} bytes`);
```

### Practical examples

#### Embedding a JSON config file

```ts index.ts icon="/icons/typescript.svg"
import configPath from "./default-config.json" with { type: "file" };
import { file } from "bun";

// Load the embedded default configuration
const defaultConfig = await file(configPath).json();

// Merge with user config if it exists
const userConfig = await file("./user-config.json")
  .json()
  .catch(() => ({}));
const config = { ...defaultConfig, ...userConfig };
```

#### Serving static assets in an HTTP server

Use `static` routes in `Bun.serve()` for efficient static file serving:

```ts server.ts icon="/icons/typescript.svg"
import favicon from "./favicon.ico" with { type: "file" };
import logo from "./logo.png" with { type: "file" };
import styles from "./styles.css" with { type: "file" };
import { file, serve } from "bun";

serve({
  static: {
    "/favicon.ico": file(favicon),
    "/logo.png": file(logo),
    "/styles.css": file(styles),
  },
  fetch(req) {
    return new Response("Not found", { status: 404 });
  },
});
```

Bun automatically handles Content-Type headers and caching for static routes.

#### Embedding templates

```ts index.ts icon="/icons/typescript.svg"
import templatePath from "./email-template.html" with { type: "file" };
import { file } from "bun";

async function sendWelcomeEmail(user: { name: string; email: string }) {
  const template = await file(templatePath).text();
  const html = template.replace("{{name}}", user.name).replace("{{email}}", user.email);

  // Send email with the rendered template...
}
```

#### Embedding binary files

```ts index.ts icon="/icons/typescript.svg"
import wasmPath from "./processor.wasm" with { type: "file" };
import fontPath from "./font.ttf" with { type: "file" };
import { file } from "bun";

// Load a WebAssembly module
const wasmBytes = await file(wasmPath).arrayBuffer();
const wasmModule = await WebAssembly.instantiate(wasmBytes);

// Read binary font data
const fontData = await file(fontPath).bytes();
```

### Embed SQLite databases

To embed a SQLite database into the compiled executable, set `type: "sqlite"` in the import attribute and the `embed` attribute to `"true"`.

The database file must already exist on disk. Then, import it in your code:

```ts index.ts icon="/icons/typescript.svg"
import myEmbeddedDb from "./my.db" with { type: "sqlite", embed: "true" };

console.log(myEmbeddedDb.query("select * from users LIMIT 1").get());
```

Finally, compile it into a standalone executable:

```bash terminal icon="terminal"
bun build --compile ./index.ts --outfile mycli
```

<Note>
  The database file must exist on disk when you run `bun build --compile`. The `embed: "true"` attribute tells the
  bundler to include the database contents inside the compiled executable. When running normally with `bun run`, the
  database file is loaded from disk just like a regular SQLite import.
</Note>

In the compiled executable, the embedded database is read-write, but all changes are lost when the executable exits (since it's stored in memory).

### Embed N-API Addons

You can embed `.node` files into executables.

```ts index.ts icon="/icons/typescript.svg"
const addon = require("./addon.node");

console.log(addon.hello());
```

If you're using `@mapbox/node-pre-gyp` or similar tools, the `.node` file must be required directly or it won't bundle correctly.

### Embed directories

Use `--asset` (or `compile.assets` in the JavaScript API) to embed a file or directory tree into the executable under its original relative path. The embedded files live under `import.meta.dir` at runtime and are reachable via `node:fs` (`existsSync`, `statSync`, `readdirSync`, `readFileSync`) and `Bun.file()`.

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build --compile ./index.ts --asset ./public --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        outfile: "./myapp",
        assets: ["./public"],
      },
    });
    ```
  </Tab>
</Tabs>

```ts index.ts icon="/icons/typescript.svg"
import fs from "node:fs";
import path from "node:path";

const publicDir = path.join(import.meta.dir, "public");

for (const entry of fs.readdirSync(publicDir, { withFileTypes: true })) {
  console.log(entry.name, entry.isDirectory() ? "(dir)" : fs.statSync(path.join(publicDir, entry.name)).size);
}

const html = await Bun.file(path.join(publicDir, "index.html")).text();
```

Pass `--asset` multiple times to embed several directories (for example `--asset ./client --asset ./prerendered` for a SvelteKit build). Only regular files are embedded; symlinks and empty subdirectories inside the tree are skipped.

You can also embed individual files the old way, by adding them as extra entry points; imported assets are renamed according to `--asset-naming` (default `[name]-[hash].[ext]`):

```ts
import icon from "./public/assets/icon.png" with { type: "file" };
```

### Detecting standalone mode at runtime

Use `Bun.isStandaloneExecutable` to check whether the current process is running from a compiled binary:

```ts index.ts icon="/icons/typescript.svg"
if (Bun.isStandaloneExecutable) {
  // Running from `bun build --compile` output
} else {
  // Running via `bun <file>` or as a library
}
```

Unlike `Bun.embeddedFiles.length > 0`, this check does not allocate `Blob` objects for each embedded file, so it is safe to call at startup in binaries that embed large assets.

### Listing embedded files

`Bun.embeddedFiles` exposes all embedded files as `Blob` objects:

```ts index.ts icon="/icons/typescript.svg"
import "./icon.png" with { type: "file" };
import "./data.json" with { type: "file" };
import "./template.html" with { type: "file" };
import { embeddedFiles } from "bun";

// List all embedded files
for (const blob of embeddedFiles) {
  console.log(`${blob.name} - ${blob.size} bytes`);
}
// Output:
//   icon-a1b2c3d4.png - 4096 bytes
//   data-e5f6g7h8.json - 256 bytes
//   template-i9j0k1l2.html - 1024 bytes
```

Each item in `Bun.embeddedFiles` is a `Blob` with a `name` property:

```ts
embeddedFiles: ReadonlyArray<Blob>;
```

Use it to serve every embedded asset through `static` routes:

```ts server.ts icon="/icons/typescript.svg"
import "./public/favicon.ico" with { type: "file" };
import "./public/logo.png" with { type: "file" };
import "./public/styles.css" with { type: "file" };
import { embeddedFiles, serve } from "bun";

// Build static routes from all embedded files
const staticRoutes: Record<string, Blob> = {};
for (const blob of embeddedFiles) {
  // Remove hash from filename: "icon-a1b2c3d4.png" -> "icon.png"
  const name = blob.name.replace(/-[a-f0-9]+\./, ".");
  staticRoutes[`/${name}`] = blob;
}

serve({
  static: staticRoutes,
  fetch(req) {
    return new Response("Not found", { status: 404 });
  },
});
```

<Note>
  `Bun.embeddedFiles` excludes bundled source code (`.ts`, `.js`, etc.) to help protect your application's source.
</Note>

#### Content hash

By default, embedded files have a content hash appended to their name, which helps with cache invalidation when you serve them from a URL or CDN. To keep the original name instead, configure asset naming:

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build --compile --asset-naming="[name].[ext]" ./index.ts
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        outfile: "./myapp",
      },
      naming: {
        asset: "[name].[ext]",
      },
    });
    ```
  </Tab>
</Tabs>

---

## Minification

To trim down the size of the executable, enable minification:

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build --compile --minify ./index.ts --outfile myapp
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        outfile: "./myapp",
      },
      minify: true, // Enable all minification
    });

    // Or granular control:
    await Bun.build({
      entrypoints: ["./index.ts"],
      compile: {
        outfile: "./myapp",
      },
      minify: {
        whitespace: true,
        syntax: true,
        identifiers: true,
      },
    });
    ```

  </Tab>
</Tabs>

This uses Bun's minifier to reduce the code size. Overall though, Bun's binary is still way too big and we need to make it smaller.

---

## Windows-specific flags

When compiling a standalone executable on Windows, platform-specific options customize metadata on the generated `.exe` file:

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    # Custom icon
    bun build --compile --windows-icon=path/to/icon.ico ./app.ts --outfile myapp

    # Hide console window (for GUI apps)
    bun build --compile --windows-hide-console ./app.ts --outfile myapp
    ```

  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./app.ts"],
      compile: {
        outfile: "./myapp",
        windows: {
          icon: "./path/to/icon.ico",
          hideConsole: true,
          // Additional Windows metadata:
          title: "My Application",
          publisher: "My Company",
          version: "1.0.0",
          description: "A standalone Windows application",
          copyright: "Copyright 2024",
        },
      },
    });
    ```
  </Tab>
</Tabs>

Available Windows options:

- `icon` - Path to `.ico` file for the executable icon
- `hideConsole` - Disable the background terminal (for GUI apps)
- `title` - Application title in file properties
- `publisher` - Publisher name in file properties
- `version` - Version string in file properties
- `description` - Description in file properties
- `copyright` - Copyright notice in file properties

<Warning>
  With the exception of `hideConsole`, these flags cannot be used when cross-compiling because they depend on Windows
  APIs.
</Warning>

---

## Code signing on macOS

To codesign a standalone executable on macOS (which fixes Gatekeeper warnings), use the `codesign` command.

```bash terminal icon="terminal"
codesign --deep --force -vvvv --sign "XXXXXXXXXX" ./myapp
```

We recommend including an `entitlements.plist` file with JIT permissions.

```xml icon="xml" title="info.plist"
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
    <key>com.apple.security.cs.allow-jit</key>
    <true/>
    <key>com.apple.security.cs.allow-unsigned-executable-memory</key>
    <true/>
    <key>com.apple.security.cs.disable-executable-page-protection</key>
    <true/>
    <key>com.apple.security.cs.allow-dyld-environment-variables</key>
    <true/>
    <key>com.apple.security.cs.disable-library-validation</key>
    <true/>
</dict>
</plist>
```

To codesign with JIT support, pass the `--entitlements` flag to `codesign`.

```bash terminal icon="terminal"
codesign --deep --force -vvvv --sign "XXXXXXXXXX" --entitlements entitlements.plist ./myapp
```

After codesigning, verify the executable:

```bash terminal icon="terminal"
codesign -vvv --verify ./myapp
./myapp: valid on disk
./myapp: satisfies its Designated Requirement
```

<Warning>Codesign support requires Bun v1.2.4 or newer.</Warning>

---

## Code splitting

Standalone executables support code splitting. Use `--compile` with `--splitting` to create an executable that loads code-split chunks at runtime.

<Tabs>
  <Tab title="CLI">
    ```bash terminal icon="terminal"
    bun build --compile --splitting ./src/entry.ts --outfile ./build/entry
    ```
  </Tab>
  <Tab title="JavaScript">
    ```ts build.ts icon="/icons/typescript.svg"
    await Bun.build({
      entrypoints: ["./src/entry.ts"],
      compile: true,
      splitting: true,
      outdir: "./build",
    });
    ```
  </Tab>
</Tabs>

<CodeGroup>

```ts src/entry.ts icon="/icons/typescript.svg"
console.log("Entrypoint loaded");
const lazy = await import("./lazy.ts");
lazy.hello();
```

```ts src/lazy.ts icon="/icons/typescript.svg"
export function hello() {
  console.log("Lazy module loaded");
}
```

</CodeGroup>

```bash terminal icon="terminal"
./build/entry
```

```txt
Entrypoint loaded
Lazy module loaded
```

---

## Using plugins

Plugins work with standalone executables; use them to transform files during the build:

```ts build.ts icon="/icons/typescript.svg"
import type { BunPlugin } from "bun";

const envPlugin: BunPlugin = {
  name: "env-loader",
  setup(build) {
    build.onLoad({ filter: /\.env\.json$/ }, async args => {
      // Transform .env.json files into validated config objects
      const env = await Bun.file(args.path).json();

      return {
        contents: `export default ${JSON.stringify(env)};`,
        loader: "js",
      };
    });
  },
};

await Bun.build({
  entrypoints: ["./cli.ts"],
  compile: {
    outfile: "./mycli",
  },
  plugins: [envPlugin],
});
```

Example use case - embedding environment config at build time:

```ts cli.ts icon="/icons/typescript.svg"
import config from "./config.env.json";

console.log(`Running in ${config.environment} mode`);
console.log(`API endpoint: ${config.apiUrl}`);
```

Plugins can perform any transformation: compile YAML/TOML configs, inline SQL queries, generate type-safe API clients, or preprocess templates. See the [plugin documentation](/bundler/plugins).

---

## Unsupported CLI arguments

The `--compile` flag does not support the following flags:

- `--outdir` — use `outfile` instead.
- `--public-path`
- `--target=node`
- `--target=browser` (without HTML entrypoints — see [Standalone HTML](/bundler/standalone-html) for `--compile --target=browser` with `.html` files)
- `--no-bundle` - Bun always bundles everything into the executable.

---

## API reference

The `compile` option in `Bun.build()` accepts three forms:

```ts title="types" icon="/icons/typescript.svg"
interface BuildConfig {
  entrypoints: string[];
  compile: boolean | Bun.Build.CompileTarget | CompileBuildOptions;
  // ... other BuildConfig options (minify, sourcemap, define, plugins, etc.)
}

interface CompileBuildOptions {
  target?: Bun.Build.CompileTarget; // Cross-compilation target
  outfile?: string; // Output executable path
  assets?: string[]; // Files/directories to embed under import.meta.dir
  execArgv?: string[]; // Runtime arguments (process.execArgv)
  autoloadTsconfig?: boolean; // Load tsconfig.json (default: false)
  autoloadPackageJson?: boolean; // Load package.json (default: false)
  autoloadDotenv?: boolean; // Load .env files (default: true)
  autoloadBunfig?: boolean; // Load bunfig.toml (default: true)
  windows?: {
    icon?: string; // Path to .ico file
    hideConsole?: boolean; // Hide console window
    title?: string; // Application title
    publisher?: string; // Publisher name
    version?: string; // Version string
    description?: string; // Description
    copyright?: string; // Copyright notice
  };
}
```

Usage forms:

```ts icon="/icons/typescript.svg"
// Simple boolean - compile for current platform (uses entrypoint name as output)
compile: true

// Target string - cross-compile (uses entrypoint name as output)
compile: "bun-linux-x64"

// Full options object - specify outfile and other options
compile: {
  target: "bun-linux-x64",
  outfile: "./myapp",
}
```

### Supported targets

```ts title="Bun.Build.CompileTarget" icon="/icons/typescript.svg"
type CompileTarget =
  | "bun-darwin-x64"
  | "bun-darwin-x64-baseline"
  | "bun-darwin-arm64"
  | "bun-linux-x64"
  | "bun-linux-x64-baseline"
  | "bun-linux-x64-modern"
  | "bun-linux-arm64"
  | "bun-linux-x64-musl"
  | "bun-linux-arm64-musl"
  | "bun-windows-x64"
  | "bun-windows-x64-baseline"
  | "bun-windows-x64-modern"
  | "bun-windows-arm64";
```

### Complete example

```ts build.ts icon="/icons/typescript.svg"
import type { BunPlugin } from "bun";

const myPlugin: BunPlugin = {
  name: "my-plugin",
  setup(build) {
    // Plugin implementation
  },
};

const result = await Bun.build({
  entrypoints: ["./src/cli.ts"],
  compile: {
    target: "bun-linux-x64",
    outfile: "./dist/mycli",
    execArgv: ["--smol"],
    autoloadDotenv: false,
    autoloadBunfig: false,
  },
  minify: true,
  sourcemap: "linked",
  bytecode: true,
  define: {
    "process.env.NODE_ENV": JSON.stringify("production"),
    VERSION: JSON.stringify("1.0.0"),
  },
  plugins: [myPlugin],
});

if (result.success) {
  console.log("Build successful:", result.outputs[0].path);
}
```
