Files
akbasic/docs
Ishikawa a29c7f34fe Fix generator teardown leaks, add RETURN-in-GEN and LOOP conditions on DO EACH
Review findings and follow-ups from PR #61 review:

- runtime_generator.c: akbasic_runtime_release_generator() now releases the
  forGeneratorEnv of every scope it walks through. Abandoning a generator
  that was itself suspended inside a FOR EACH over another generator
  stranded the inner generator's pool slot; a loop doing so exhausted the
  twelve-slot pool and died far from the cause.
- runtime.c/runtime.h: new akbasic_runtime_unwind_to_environment(), the
  shared teardown for the error unwinds in pump_generator() and
  call_function() -- both previously bare prev_environment() loops with the
  same suspended-generator blindness.
- runtime_commands.c: bare RETURN standing in a GEN's own frame ends the
  generator exactly as END GEN does -- a GEN is a function at heart. RETURN
  with a value there is refused (values leave a GEN only through EMIT). The
  no-frame error message now says "GOSUB, DEF, or GEN".
- runtime_structure.c: LOOP WHILE/UNTIL composes with DO EACH -- checked
  after each trip with the loop variable still holding that trip's value; a
  condition that stops the loop abandons the generator exactly as EXIT
  does. Previously the condition was silently ignored, while the verb
  reference documented it as working.
- parser_commands.c: trailing tokens after the generator call on a FOR
  EACH/DO EACH line are refused at parse. Previously they sat unparsed and
  blew up only after the loop completed, when the parent scope resumed the
  line mid-statement -- an error at the loop's end pointing at its start.
- tests/generators.c: pool-exhaustion tests for the nested-abandonment and
  LOOP-condition paths, RETURN semantics tests, and a direct test of the
  unwind primitive. Three new golden pairs cover RETURN, LOOP conditions
  and the misplaced-condition parse error.
- docs: RETURN and LOOP-condition semantics in 04-control-flow.md and
  11-verb-reference.md; corrected the self-recursion analogy (functions
  are re-entrant here). TODO.md 1.10 records the generator design
  decisions the code comments were already citing, plus the zero-arg
  parameter-list limitation. MAINTENANCE.md gains the abandoned-generators
  invariant those comments also cited.

Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 11:55:59 -04:00
..

The akbasic guide

akbasic is a BASIC interpreter in the style of Commodore BASIC 7.0 — the dialect the C128 shipped with — and Dartmouth BASIC. It runs programs from a file or from an interactive prompt, and it is also a C library you can link into a game so that players can script it.

These chapters follow the shape of the C128 Programmer's Reference Guide: the language first, then each hardware area, then the reference sections. If you know BASIC 7.0 you can skip to Chapter 13, which is the list of everything that behaves differently here and why. Chapter 14 is the odd one out: it is about the interpreter rather than the language, for anyone embedding it, debugging it or changing it.

Chapters 17 and 18 are tutorials rather than reference: they build one complete game twice, two different ways, in numbered steps you can type in one at a time. Start with 17 — it needs nothing but the earlier chapters, and 18 assumes it. Chapters 20 and 21 are the third tutorial, from the other side of the boundary: a C game on libakgl that embeds the interpreter as its enemy-behavior engine, for anyone whose question is "how do I put this in my game".

Chapters

1. Introduction What akbasic is, what it is not, and how to build it
2. Getting started The prompt, your first program, saving and loading
3. The language Variables, types, arrays, operators, expressions
4. Control flow IF, FOR, DO, GOSUB, labels, ON, error trapping
5. Strings and formatting String functions, PRINT USING, PUDEF
6. Graphics GRAPHIC, DRAW, BOX, CIRCLE, PAINT, shapes
7. Sound SOUND, PLAY, ENVELOPE, VOL, TEMPO
8. Sprites SPRITE, SPRSAV, MOVSPR, collision
9. Files and disk Channels, DOPEN, program storage
10. Embedding Driving the interpreter from C
11. Verb reference Every statement, alphabetically
12. Function reference Every function, alphabetically
13. Differences from BASIC 7.0 What a C128 programmer needs to know
14. Architecture How the interpreter is put together, how to debug it, how to change it
15. Error codes Appendix: every value ER# can hold and every error line the interpreter prints
16. Structures TYPE, records, strict pointers, and sharing a C struct with an embedding host
17. Tutorial: Breakout Build a whole game out of the text grid and two DATA sprites, in sixteen steps
18. Tutorial: Breakout with artwork Build it again out of loaded artwork, powerups and a drawn colour HUD, in thirteen
19. Menus and dialogs MENU, DIALOG, HUD and UISTYLE — the widgets, and who owns the keyboard
20. Tutorial: GALAGA Build a C engine on libakgl that embeds the interpreter, boots a script and hands it an actor
21. Tutorial: GALAGA enemies Share three C structs with the script, then write the wave's whole brain in BASIC

The shortest possible start

$ cmake -S . -B build && cmake --build build
$ ./build/basic
10 FOR I# = 1 TO 5
20 PRINT "HELLO " + I#
30 NEXT I#
RUN
HELLO 1
HELLO 2
HELLO 3
HELLO 4
HELLO 5
READY

Two things in that program are not Commodore BASIC and will catch you out immediately: variables carry a type suffix (I# is an integer) and + concatenates a string with a number. Chapter 3 explains both.

Every example in these chapters is executed by the test suite and its output compared byte for byte — see MAINTENANCE.md if you are editing them.