Files
akbasic/examples/embed.c
Andrew Kesterson 28ea99a638 Document optional line numbers
Chapter 2 gets the rule and the refusal, chapter 4 gets the payoff for
LABEL, chapter 9 says DSAVE writes the numbers it handed out and to
RENUMBER first if you want gaps, chapter 10 shows a host loading numberless
source, chapter 13 gets the QuickBASIC-shaped divergence, and chapter 14's
source[] passage gets its second half.

Chapter 14 said "two prescans" and listed two; there were three before this
and there are four now, so it lists all four and says which of them reports
against the right line.

TODO.md section 6 records four things found on the way and deliberately not
fixed: set_label() filing into the active scope rather than the root, three
prescans reporting the wrong line number, duplicate written line numbers
still replacing silently, and renumber.c's file-scope scratch arrays.

examples/embed.c runs the same program twice, numbered and not, so the
example compiles the feature rather than describing it. Its header pointed
at ./build/examples/embed, which is not where the binary lands.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 16:43:14 -04:00

216 lines
6.9 KiB
C

/**
* @file embed.c
* @brief Embedding akbasic in a host program: the whole surface, in one file.
*
* This is the code in README.md's "Embedding the interpreter" section, kept here
* so it is compiled by every build rather than rotting in a document. Build it
* with -DAKBASIC_BUILD_EXAMPLES=ON and run `./build/akbasic_example_embed`.
*/
#include <stdio.h>
#include <string.h>
#include <akerror.h>
#include <akbasic/error.h>
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
/*
* The runtime carries every pool the interpreter owns -- a few megabytes -- so it
* goes in static storage or inside the host's own state, never on the stack.
*/
static akbasic_Runtime SCRIPT;
/* ----------------------------------------------------------- a custom sink -- */
/*
* A sink is a record of function pointers plus whatever state the host needs.
* This one collects output into a fixed buffer, which is what a game would do
* before blitting it to a text layer. A real one would draw through the akgl
* renderer the host already initialized.
*/
typedef struct
{
char buffer[4096];
size_t used;
} ConsoleState;
static ConsoleState CONSOLE;
static akbasic_TextSink CONSOLE_SINK;
static akerr_ErrorContext AKERR_NOIGNORE *console_write(akbasic_TextSink *self, const char *text)
{
PREPARE_ERROR(errctx);
ConsoleState *state = NULL;
size_t length = 0;
FAIL_ZERO_RETURN(errctx, (self != NULL && text != NULL), AKERR_NULLPOINTER,
"NULL argument in console write");
state = (ConsoleState *)self->self;
length = strlen(text);
FAIL_ZERO_RETURN(errctx, (length < sizeof(state->buffer) - state->used),
AKBASIC_ERR_BOUNDS, "console buffer is full");
memcpy(state->buffer + state->used, text, length);
state->used += length;
state->buffer[state->used] = '\0';
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext AKERR_NOIGNORE *console_writeln(akbasic_TextSink *self, const char *text)
{
PREPARE_ERROR(errctx);
PASS(errctx, console_write(self, text));
PASS(errctx, console_write(self, "\n"));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext AKERR_NOIGNORE *console_readline(akbasic_TextSink *self, char *dest, size_t len, bool *eof)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, (self != NULL && dest != NULL && eof != NULL), AKERR_NULLPOINTER,
"NULL argument in console readline");
/* No keyboard wired up: INPUT sees end-of-stream rather than blocking. */
(void)len;
dest[0] = '\0';
*eof = true;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext AKERR_NOIGNORE *console_clear(akbasic_TextSink *self)
{
PREPARE_ERROR(errctx);
ConsoleState *state = NULL;
FAIL_ZERO_RETURN(errctx, (self != NULL), AKERR_NULLPOINTER, "NULL sink in console clear");
state = (ConsoleState *)self->self;
state->used = 0;
state->buffer[0] = '\0';
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext AKERR_NOIGNORE *console_sink_init(void)
{
PREPARE_ERROR(errctx);
CONSOLE.used = 0;
CONSOLE.buffer[0] = '\0';
CONSOLE_SINK.self = &CONSOLE;
CONSOLE_SINK.write = console_write;
CONSOLE_SINK.writeln = console_writeln;
CONSOLE_SINK.readline = console_readline;
CONSOLE_SINK.clear = console_clear;
SUCCEED_RETURN(errctx);
}
/* ------------------------------------------------------------- the driver -- */
static const char *PROGRAM =
"10 PRINT \"COUNTING:\"\n"
"20 FOR I# = 1 TO 5\n"
"30 PRINT I# * I#\n"
"40 NEXT I#\n"
"50 PRINT \"DONE\"\n";
/*
* The same thing with no line numbers, which is what a game script actually
* looks like: written in a text editor, branching by LABEL, with nothing to
* renumber. A loaded line that arrives without a number is given the slot after
* the last one filed, so the two spellings load and run identically. Only the
* prompt still needs numbers, because there a number is the one thing separating
* program text from a statement to run now.
*/
static const char *UNNUMBERED_PROGRAM =
"PRINT \"COUNTING:\"\n"
"FOR I# = 1 TO 5\n"
" PRINT I# * I#\n"
"NEXT I#\n"
"GOTO DONE\n"
"PRINT \"NOT REACHED\"\n"
"LABEL DONE\n"
"PRINT \"DONE\"\n";
/*
* One frame's worth of script. The interpreter never surrenders control: it runs
* at most `budget` source lines and returns, so a host game keeps its frame rate
* no matter what the script does -- including an infinite loop.
*/
static akerr_ErrorContext AKERR_NOIGNORE *step_script(int budget)
{
PREPARE_ERROR(errctx);
if ( SCRIPT.mode == AKBASIC_MODE_QUIT ) {
SUCCEED_RETURN(errctx);
}
PASS(errctx, akbasic_runtime_run(&SCRIPT, budget));
SUCCEED_RETURN(errctx);
}
/*
* The host's game loop. A loop that calls an error-returning function has to be
* its own function using PASS: CATCH expands to a C `break`, so inside a loop
* within an ATTEMPT it would leave the loop rather than the ATTEMPT and let the
* rest of the block run with an error pending.
*/
static akerr_ErrorContext AKERR_NOIGNORE *game_loop(int frames, int budget, int *ran)
{
PREPARE_ERROR(errctx);
for ( *ran = 0; *ran < frames && SCRIPT.mode != AKBASIC_MODE_QUIT; (*ran)++ ) {
PASS(errctx, step_script(budget));
}
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
int frames = 0;
int rc = 0;
ATTEMPT {
CATCH(errctx, console_sink_init());
CATCH(errctx, akbasic_runtime_init(&SCRIPT, &CONSOLE_SINK));
CATCH(errctx, akbasic_runtime_load(&SCRIPT, PROGRAM));
CATCH(errctx, akbasic_runtime_start(&SCRIPT, AKBASIC_MODE_RUN));
/*
* Ten frames at two source lines each. The budget is artificially mean to
* make the point visible: the script gets partway through and stops, and
* the host stayed in control the whole time.
*/
CATCH(errctx, game_loop(10, 2, &frames));
printf("--- after %d frames of 2 lines each ---\n%s\n", frames, CONSOLE.buffer);
/*
* Then let it finish. A budget of 0 is unbounded -- fine for a tool, not
* for a game. Note the interpreter only reaches MODE_QUIT after walking to
* the end of the line table, which is AKBASIC_MAX_SOURCE_LINES steps and
* is what the reference does too.
*/
CATCH(errctx, game_loop(AKBASIC_MAX_SOURCE_LINES, 8, &frames));
printf("--- run to completion ---\n%s", CONSOLE.buffer);
/*
* Then the same program again with no line numbers on it. A fresh runtime
* rather than a second load into this one, because load() adds to whatever
* is already filed rather than replacing it.
*/
CATCH(errctx, console_sink_init());
CATCH(errctx, akbasic_runtime_init(&SCRIPT, &CONSOLE_SINK));
CATCH(errctx, akbasic_runtime_load(&SCRIPT, UNNUMBERED_PROGRAM));
CATCH(errctx, akbasic_runtime_start(&SCRIPT, AKBASIC_MODE_RUN));
CATCH(errctx, game_loop(AKBASIC_MAX_SOURCE_LINES, 8, &frames));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "the embedded script failed");
rc = 1;
} FINISH_NORETURN(errctx);
printf("--- the same program with no line numbers ---\n%s", CONSOLE.buffer);
return rc;
}