docs/20 builds the engine and the boundary: the startup order, the starfield, actors and collision, booting a DEF-only script, the issue #8 mode workaround, the custom update hook, first light, screens, and the headless harness. docs/21 builds the three shared structures and the AI: the host type tables, the actor binding, the randomness route around issue #16, the measured case against structure arguments (issue #36), the three language rules that shape the script, the maneuvers, the argued formation decision, the script-death policy, and the interop proof. Every fenced block runs under tests/docs_examples.sh in both build configurations; five new preludes carry the C fragments. docs/10 gains the 'Calling a function every frame' section the chapters lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN) workaround, the clear_error() revival, and the case for rebinding over structure arguments. Index rows and chapter counts updated. Co-authored-by: andrew <andrew@aklabs.net> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
240 lines
11 KiB
Markdown
240 lines
11 KiB
Markdown
# 10. Embedding
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The whole design of this interpreter is shaped by one requirement: a game must be able
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to embed it as a scripting engine without giving up control. That produces four rules,
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and they explain most of what looks unusual elsewhere in this guide.
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1. **Nothing in the library terminates the process.** Errors come back as
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`akerr_ErrorContext *` for you to handle.
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2. **The interpreter owns no window, no renderer and no event loop.** It draws through
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whatever you already created.
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3. **It never blocks.** `SLEEP`, `GETKEY`, `PLAY` and `WAIT` hold the program without
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holding your frame rate.
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4. **You can bound it.** A script with `10 GOTO 10` cannot take your game with it.
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## Linking
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```cmake
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add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
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target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
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```
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| Target | What it is | Link it? |
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|---|---|---|
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| `akbasic` | The interpreter. No SDL, nothing that exits. | Always |
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| `akbasic_akgl` | The graphics, sound, input and sprite backends, drawing through *your* renderer | If you want them |
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| `akbasic_frontend` | The standalone program's host: creates the window, owns the loop | **No.** You are the host |
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## The shortest useful host
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```c wrap=hostloop
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#include <akbasic/runtime.h>
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#include <akbasic/sink.h>
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static akbasic_Runtime RUNTIME; /* too big for a stack */
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static akbasic_TextSink SINK;
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static akbasic_StdioSink SINKSTATE;
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akerr_ErrorContext AKERR_NOIGNORE *run_script(const char *source)
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{
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PREPARE_ERROR(e);
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PASS(e, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
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PASS(e, akbasic_runtime_init(&RUNTIME, &SINK));
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PASS(e, akbasic_runtime_load(&RUNTIME, source));
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PASS(e, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
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while ( RUNTIME.mode != AKBASIC_MODE_QUIT ) {
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PASS(e, akbasic_runtime_settime(&RUNTIME, your_clock_ms()));
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PASS(e, akbasic_runtime_run(&RUNTIME, 256)); /* 256 steps, then return */
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your_draw_a_frame();
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}
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SUCCEED_RETURN(e);
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}
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```
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`akbasic_runtime_run(rt, n)` runs at most `n` steps and returns. That bound is what
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keeps a runaway script from owning your process.
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**The source you hand `akbasic_runtime_load()` does not need line numbers.** A game
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script is written in a text editor and branches by `LABEL`, so numbering its lines is
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work with nothing on the other end of it:
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```c wrap=hostloop
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static const char *SCRIPT =
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"PRINT \"SPAWNING\"\n"
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"FOR I# = 1 TO HEALTH#\n"
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" PRINT I#\n"
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"NEXT I#\n"
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"GOTO DONE\n"
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"PRINT \"NOT REACHED\"\n"
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"LABEL DONE\n"
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"PRINT \"READY\"\n";
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```
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Lines that carry a number are filed under it and lines that do not are given the next
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one going, so the two can be mixed and a numbered script still loads exactly as it did.
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What a script may *not* do is `GOTO 100` when nothing wrote a line 100 — the interpreter
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refuses that before the first line runs rather than branching somewhere plausible and
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wrong.
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`akbasic_runtime_settime()` is how the interpreter knows what time it is. It reads no
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clock of its own, because it owns no loop. If you never call it, every duration expires
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immediately — audible, but never a hang.
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## Exchanging variables with a script
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Use `akbasic_runtime_global()`. It finds or creates the variable in the script's
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outermost scope, which is the only place both of you can reliably see:
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```c wrap=hostbody
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akbasic_Variable *health = NULL;
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int64_t subscript[1] = { 0 };
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PASS(e, akbasic_runtime_global(&RUNTIME, "HEALTH#", &health));
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PASS(e, akbasic_variable_set_integer(health, 100, subscript, 1));
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```
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Do not reach for `akbasic_environment_get()`. A script suspended part-way through a
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bounded run is usually inside a `FOR` or `GOSUB` body, and a variable created there
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dies when the body pops — silently, with the script reading it correctly right up until
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it stops.
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## Calling a function every frame
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`akbasic_runtime_call_function()` calls a `DEF` by name with values you already
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hold — the entry point a game loop wants. A host that calls it repeatedly signs
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up for three rules the one-shot examples never meet:
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```c wrap=hostcalls
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CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, "THINK", argp, 1, &result));
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/* ...consume the result... */
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CATCH(errctx, akbasic_environment_zero(SCRIPT.environment));
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```
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1. **Reset the value scratch after every call, once the result is consumed.**
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Each call parks its result in the caller environment's per-line scratch
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(`AKBASIC_MAX_VALUES` slots), and a host calling in a loop never crosses the
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line boundary that would reset it. Skip the `akbasic_environment_zero()` and
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the pool drains — measured at under two frames of forty calls — after which
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every call fails with `Maximum values per line reached`. The reset also
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invalidates `result`, which is why it comes after the consumption.
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2. **Force RUN mode once after the boot run.** A multi-line `DEF` body only
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runs while the runtime is in RUN mode, and by the time a host can call, the
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program that filed the definitions has ended. One
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`akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN)` after
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`akbasic_runtime_run()` makes the bodies run, and the mode stays put because
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nothing steps the runtime between calls. Issue #8 tracks making this
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unnecessary.
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3. **Revive after a script error, deliberately.** A BASIC-level error inside a
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called body reports through the sink, answers a stale value, and latches:
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the runtime leaves RUN mode and every later call does nothing. When your
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policy is to absorb the error and keep calling — a game marking one actor
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dumb rather than killing the frame — the revival is two calls:
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`akbasic_runtime_clear_error()`, then `akbasic_runtime_set_mode(RUN)` again.
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The latch is deliberate for *programs* — the first error ends a run, once,
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with one line — so nothing clears it for you.
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Do not pass structures as per-frame arguments. A structure or pointer parameter
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spends a value-pool slot on every call and the pool never reclaims, so the
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interface dies after about a thousand calls — issue #36 has the measurements.
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Bind the instance once with `akbasic_host_bind()` and point it at each object
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with `akbasic_host_rebind()` ([Chapter 16](16-structures.md)), which spends
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nothing per call. The GALAGA tutorial ([Chapters 20](20-tutorial-galaga.md)
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and [21](21-tutorial-galaga-enemies.md)) is this whole recipe as a working
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game, forty calls a frame.
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## Where the output goes
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`PRINT` writes through an `akbasic_TextSink`, which is a record of function pointers plus
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whatever state you hang off `self`:
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```c excerpt=include/akbasic/sink.h
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typedef struct akbasic_TextSink
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{
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void *self;
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akerr_ErrorContext AKERR_NOIGNORE *(*write)(struct akbasic_TextSink *self, const char *text);
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akerr_ErrorContext AKERR_NOIGNORE *(*writeln)(struct akbasic_TextSink *self, const char *text);
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akerr_ErrorContext AKERR_NOIGNORE *(*readline)(struct akbasic_TextSink *self, char *dest, size_t len, bool *eof);
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akerr_ErrorContext AKERR_NOIGNORE *(*clear)(struct akbasic_TextSink *self);
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akerr_ErrorContext AKERR_NOIGNORE *(*moveto)(struct akbasic_TextSink *self, int col, int row);
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akerr_ErrorContext AKERR_NOIGNORE *(*window)(struct akbasic_TextSink *self, int left, int top, int right, int bottom);
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akerr_ErrorContext AKERR_NOIGNORE *(*grid)(struct akbasic_TextSink *self, int *columns, int *rows, int *cellw, int *cellh);
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akerr_ErrorContext AKERR_NOIGNORE *(*graphic)(struct akbasic_TextSink *self, int mode, int split);
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} akbasic_TextSink;
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```
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`akbasic_sink_init_stdio()` ships with the library and is what the driver uses. A game
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supplies its own and draws into a text layer. `readline` is expected to set `*eof` rather
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than block — that is how `INPUT` behaves sanely inside a frame.
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**The last four are optional and may be NULL**, which is how `CHAR`, `WINDOW`, `RWINDOW`
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and `GRAPHIC` know to refuse by name rather than pretending. Supply `grid` if your text layer
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has a character cell: it is the only way a script can find out how big one is, and
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without it anything placing a character and a sprite at the same spot has to hardcode a
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number measured against your font.
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`akbasic_sink_init_tee()` also ships, and composes two sinks into one: writes go to both,
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and `readline` comes from whichever of the two you name as the reader. That is how the SDL
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build puts `PRINT` in a window *and* on stdout. It needs no SDL, so you can use it to log a
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script's output to a file while you draw.
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## Lending devices
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```c wrap=hostbody
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PASS(e, akbasic_runtime_set_devices(&RUNTIME, &graphics, &audio, &input, &sprites));
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PASS(e, akbasic_runtime_set_ui(&RUNTIME, &ui));
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```
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The fifth one is set on its own rather than as a fifth argument to the first, because
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that signature predates it and had twenty-eight call sites that do not care about menus.
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Any of them may be `NULL`, and that is how you withhold a capability: a script given no
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audio backend gets an error from `SOUND` rather than silence. Each is a record of
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function pointers, so you can supply your own and never link the graphics library at
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all.
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`akbasic_akgl` provides implementations that draw through a renderer *you* created:
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```c wrap=akglbody requires=akgl
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PASS(e, akbasic_graphics_init_akgl(&graphics, &gstate, my_renderer));
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PASS(e, akbasic_sprite_init_akgl(&sprites, &sstate, my_renderer, &gstate));
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```
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Sprites become real actors in your registry, so your game can see them.
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## Where a script's errors go
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A BASIC-level error is reported through the sink and stops the script; it does not come
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back to you as a failure. What comes back to you is an error in the *interpreter* —
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pool exhaustion, a NULL argument — which is yours to handle.
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That is the split to hold on to: a script's mistakes are the script's problem, and your
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program keeps running.
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## Threads
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**One runtime belongs to one thread, and there is no lock anywhere in this interpreter.**
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An `akbasic_Runtime` is a large struct of fixed pools mutated in place by every step, so
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two threads calling `akbasic_runtime_step()` on the same runtime will corrupt it. If your
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game is threaded, drive the script from whichever thread owns it and hand results across
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yourself.
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Two runtimes on two threads are fine — they share no state. What they *do* share is
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`libakerror`'s error pool and status registry, and those became thread safe in 2.0.0, so
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raising, handling and releasing errors from either thread is safe with no coordination
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from you. One error context still belongs to the thread that raised it; passing one to
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another thread is your synchronization.
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Call `akbasic_error_register()` once, during single-threaded startup, before you spawn
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anything. It is idempotent and safe to repeat, but registering a status *name* while
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another thread looks one up is the single registry operation no lock can make safe.
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## Reading it all
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Two complete hosts are checked in and built by every build, so neither can rot:
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`examples/embed.c` runs a script a bounded number of steps at a time, and
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`examples/hostvars.c` passes integers, floats and strings in both directions. The full API
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surface is the headers under `include/akbasic/`, which `doxygen Doxyfile` renders; the pool
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limits are the table at the end of [Chapter 13](13-differences.md).
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