Deleting .pdb files locked by Visual Studio

When dealing with .dlls and Visual Studio, there is a well-known problem of the Visual Studio debugger holding onto the .pdb file, even after the .dll has been unloaded by a call to FreeLibrary().

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File system – Part 2: High-level API design

Building upon the low-level API introduced in an earlier post, we will take a look at the platform-independent high-level API today, which provides support for the things that are to be expected from a game engine file system.

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File system – Part 1: Platform-specific API design

Typically, a file system in a game engine comes with all the bells and whistles like multiple file devices, support for zipped files, encryption, device aliases, asynchronous I/O, and more. But buried underneath every file system lives a low-level implementation (directly using OS/SDK functions), which in turn is used in the high-level file system.

This low-level implementation should be the only platform-specific file implementation in the whole file system, and is the topic of today’s post.

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