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# 10. Embedding
The whole design of this interpreter is shaped by one requirement: a game must be able
to embed it as a scripting engine without giving up control. That produces four rules,
and they explain most of what looks unusual elsewhere in this guide.
1. **Nothing in the library terminates the process.** Errors come back as
`akerr_ErrorContext *` for you to handle.
2. **The interpreter owns no window, no renderer and no event loop.** It draws through
whatever you already created.
3. **It never blocks.** `SLEEP`, `GETKEY`, `PLAY` and `WAIT` hold the program without
holding your frame rate.
4. **You can bound it.** A script with `10 GOTO 10` cannot take your game with it.
## Linking
```cmake
add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
```
| Target | What it is | Link it? |
|---|---|---|
| `akbasic` | The interpreter. No SDL, nothing that exits. | Always |
| `akbasic_akgl` | The graphics, sound, input and sprite backends, drawing through *your* renderer | If you want them |
| `akbasic_frontend` | The standalone program's host: creates the window, owns the loop | **No.** You are the host |
## The shortest useful host
```c
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
static akbasic_Runtime RUNTIME; /* too big for a stack */
static akbasic_TextSink SINK;
static akbasic_StdioSink SINKSTATE;
akerr_ErrorContext AKERR_NOIGNORE *run_script(const char *source)
{
PREPARE_ERROR(e);
PASS(e, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
PASS(e, akbasic_runtime_init(&RUNTIME, &SINK));
PASS(e, akbasic_runtime_load(&RUNTIME, source));
PASS(e, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
while ( RUNTIME.mode != AKBASIC_MODE_QUIT ) {
PASS(e, akbasic_runtime_settime(&RUNTIME, your_clock_ms()));
PASS(e, akbasic_runtime_run(&RUNTIME, 256)); /* 256 steps, then return */
your_draw_a_frame();
}
SUCCEED_RETURN(e);
}
```
`akbasic_runtime_run(rt, n)` runs at most `n` steps and returns. That bound is what
keeps a runaway script from owning your process.
`akbasic_runtime_settime()` is how the interpreter knows what time it is. It reads no
clock of its own, because it owns no loop. If you never call it, every duration expires
immediately — audible, but never a hang.
## Exchanging variables with a script
Use `akbasic_runtime_global()`. It finds or creates the variable in the script's
outermost scope, which is the only place both of you can reliably see:
```c
akbasic_Variable *health = NULL;
int64_t subscript[1] = { 0 };
PASS(e, akbasic_runtime_global(&RUNTIME, "HEALTH#", &health));
PASS(e, akbasic_variable_set_integer(health, 100, subscript, 1));
```
Do not reach for `akbasic_environment_get()`. A script suspended part-way through a
bounded run is usually inside a `FOR` or `GOSUB` body, and a variable created there
dies when the body pops — silently, with the script reading it correctly right up until
it stops.
## Lending devices
```c
PASS(e, akbasic_runtime_set_devices(&RUNTIME, &graphics, &audio, &input, &sprites));
```
Any of them may be `NULL`, and that is how you withhold a capability: a script given no
audio backend gets an error from `SOUND` rather than silence. Each is a record of
function pointers, so you can supply your own and never link the graphics library at
all.
`akbasic_akgl` provides implementations that draw through a renderer *you* created:
```c
PASS(e, akbasic_graphics_init_akgl(&graphics, &gstate, my_renderer));
PASS(e, akbasic_sprite_init_akgl(&sprites, &sstate, my_renderer, &gstate));
```
Sprites become real actors in your registry, so your game can see them.
## Where a script's errors go
A BASIC-level error is reported through the sink and stops the script; it does not come
back to you as a failure. What comes back to you is an error in the *interpreter*
pool exhaustion, a NULL argument — which is yours to handle.
That is the split to hold on to: a script's mistakes are the script's problem, and your
program keeps running.
## Reading it all
`README.md` in the repository root carries the full API surface, the pool limits, and
the exact list of what each target pulls in.