Best Practices for Converting Files into C/C++ Byte ArraysEmbedding files as byte arrays in C or C++ source code is a common technique used in firmware, game development, single-file executables, and projects where shipping an external resource is inconvenient. Done correctly, it makes deployment simpler and keeps related resources together with code. Done poorly, it can bloat source files, create maintenance headaches, or produce inefficient binaries.
This article covers practical best practices: when and why to embed, conversion methods, code patterns, build integrations, portability, memory and size trade-offs, automation, security considerations, and debugging tips.
When to embed files as byte arrays
Embed files when:
- You need a single-file deliverable (firmware images, single-header libraries, minimal installers).
- The runtime environment lacks a filesystem or has unreliable file access.
- You want to ensure a resource is always available and versioned with the code.
- Small binary assets (icons, small images, fonts, config blobs) make sense embedded.
Avoid embedding when:
- Files are large (many MBs) or change frequently — embedding causes huge source files and costly rebuilds.
- You have a robust packaging system (installers, archives, resource loaders).
- Memory or flash space is constrained and you need streaming or on-demand loading.
Rule of thumb: embed small, stable assets; keep large or frequently-changed assets external.
Conversion methods
- Command-line utilities
- xxd (Linux/macOS):
xxd -i file > file.h
— produces a C array and length variable. - hexdump/od with scripting: custom formatters if you need nonstandard output.
- xxd (Linux/macOS):
- Custom scripts
- Python scripts using
open(..., "rb")
and formatting into hex/decimal arrays. - Node.js or other languages if part of your build ecosystem.
- Python scripts using
- Build-tool plugins
- CMake: custom commands to run a converter and add the generated file to the build.
- Meson/Makefiles: similar custom commands.
- Linker or object embedding
- Convert file into an object file or section and link directly (objcopy, ld scripts) — often used in embedded firmware.
- Examples:
objcopy --input binary --output elf64-x86-64 --binary-architecture i386 file.bin file.o
then link and access symbols like_binary_file_bin_start
.
- Resource systems
- Platform-specific resource embedding (Windows resources (.rc), macOS asset catalogs) when working with native GUI apps.
Which to choose:
- For portability and simple projects: xxd/xxd -i or Python script generating .h.
- For embedded or low-level projects: objcopy method to avoid source bloat and allow linker control.
- For build automation: integrate conversion into CMake/Make to ensure regenerated artifacts stay current.
Naming and representation
- Use clear, consistent names: e.g.,
const unsigned char myfile_bin[] = { ... };
andconst unsigned int myfile_bin_len = ...;
- Prefer fixed-width types:
uint8_t
for bytes andsize_t
oruint32_t
for lengths depending on target. - Mark arrays as
static
orstatic const
within translation units when visibility should be limited. - Use
const
whenever the data should not be modified — this allows placing data in read-only sections/flash.
Example patterns:
- Public header:
extern const unsigned char myfile_bin[]; extern const size_t myfile_bin_len;
- Implementation (auto-generated or compiled object):
const unsigned char myfile_bin[] = { 0x89, 0x50, 0x4E, 0x47, ... }; const size_t myfile_bin_len = sizeof(myfile_bin);
Memory placement and storage considerations
- Read-only vs writable: compile with
const
to let linker put data in .rodata (flash) rather than .data (RAM). - For embedded platforms, verify the compiler/linker places
const
data in non-volatile memory. Some toolchains may copy .rodata to RAM at startup — check map files. - Alignment: large data may need specific alignment, especially for DMA. Use attributes (e.g.,
__attribute__((aligned(4)))
) when necessary. - Accessing from multiple threads or ISRs: treat embedded arrays as immutable unless explicitly documented otherwise.
Binary size and build performance
- Hex literals increase source-file size and slow compile times. For many/large files prefer object embedding (objcopy) to avoid textual expansion in the C/C++ source.
- Compress assets (gzip/zlib/LZ4) before embedding; decompress at runtime if CPU/memory permits.
- For rarely-used large assets, lazy-load from external storage rather than embedding.
- Use link-time garbage collection (-Wl,–gc-sections) to remove unused embedded resources when possible.
Cross-platform and endianness
- Byte arrays are endianness-neutral if treated as uint8_t buffers. If interpreting multi-byte numeric values embedded in an array, explicitly handle endianness.
- File formats with multi-byte fields (e.g., BMP, WAV) should be parsed using defined endianness rules rather than assuming host order.
- Use compile-time guards for platform-specific attributes:
#ifdef _MSC_VER #define ALIGN4 __declspec(align(4)) #else #define ALIGN4 __attribute__((aligned(4))) #endif
Automation in build systems
CMake example:
- Add a custom command to generate header/object and make target depend on it:
add_custom_command( OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/myfile.c COMMAND xxd -i ${CMAKE_CURRENT_SOURCE_DIR}/assets/myfile.bin > ${CMAKE_CURRENT_BINARY_DIR}/myfile.c DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/myfile.bin COMMENT "Embedding myfile.bin" ) add_library(embedded_myfile STATIC ${CMAKE_CURRENT_BINARY_DIR}/myfile.c) target_include_directories(embedded_myfile PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
- Or use objcopy to convert binary to object and link it.
Makefile tip:
- Use pattern rules to regenerate the header or object file when the source binary changes.
Continuous integration:
- Ensure generated files are produced as part of normal build, not committed unless necessary. This avoids mismatches and reduces repository bloat.
Security and licensing
- Be mindful of licensing for embedded assets (fonts, images, third-party binaries). Embedding does not change license obligations.
- Avoid embedding secrets (API keys, user credentials). Embedded data can be recovered by reverse engineering. If secrets must be included in firmware, use secure storage or runtime provisioning.
- For signed binaries, embedding changes the checksum/digest — integrate embedding step before signing.
Debugging and diagnostics
- Provide runtime metadata: include a small header within the blob containing version, size, or build timestamp. This helps diagnose mismatches.
- Use symbol names or exported length variables for easy inspection in debuggers.
- If embedding many assets, build a table of assets with names, pointers, and sizes for runtime lookup:
typedef struct { const char *name; const uint8_t *data; size_t size; } asset_t; extern const uint8_t icon_png[]; extern const size_t icon_png_len; const asset_t assets[] = { { "icon.png", icon_png, icon_png_len }, ... };
- For corrupted or truncated embedded data, check build/map files and verify the conversion tool produced the expected length.
Example workflows
Small project (desktop/portable):
- Use xxd -i or a Python script to generate a .c/.h pair; include them directly in the build.
Embedded firmware:
- Use objcopy to make a binary object and link; control placement with linker script to place assets in flash and avoid copying to RAM.
Game/mod tools:
- Compress assets and embed compressed byte arrays or use external pak files loaded at runtime.
Library distribution:
- For single-header libraries, embed tiny assets in the header with base64 or hex arrays, and provide a macro to include/exclude them.
Common pitfalls
- Committing generated large .c/.h files to source control — prefer generating at build time, or commit only if necessary for reproducible builds.
- Forgetting const and unnecessarily copying data into RAM.
- Embedding extremely large files and then triggering full rebuilds for small changes.
- Assuming byte order for numeric fields and seeing breakage on other platforms.
Quick checklist
- Is the asset small and stable? If not, reconsider embedding.
- Use const and fixed-width types (uint8_t, size_t).
- Prefer objcopy/linker embedding for large assets and to avoid source bloat.
- Automate generation in the build system; avoid committing generated blobs unless necessary.
- Compress large assets if applicable.
- Never embed secrets; handle licensing correctly.
- Add metadata and a central asset table for easy runtime access.
Embedding files into C/C++ byte arrays is straightforward, but the right method depends on project size, target platform, and performance/space constraints. Follow the guidelines above to keep builds efficient, binaries compact, and your codebase maintainable.