Sync SDL3 wiki -> header

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SDL Wiki Bot 2025-01-01 16:06:00 +00:00
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@ -34,16 +34,15 @@
* are usually two separate storage devices with entirely different
* characteristics (and possibly different low-level APIs altogether!).
*
* 2. **How to Access:** Another common mistake is applications assuming that all
* storage is universally writeable - again, many platforms treat game content
* and user data as two separate storage devices, and only user data is
* writeable while game content is read-only.
* 2. **How to Access:** Another common mistake is applications assuming that
* all storage is universally writeable - again, many platforms treat game
* content and user data as two separate storage devices, and only user data
* is writeable while game content is read-only.
*
* 3. **When to Access:** The most
* common portability issue with filesystem access is _timing_ - you cannot
* always assume that the storage device is always accessible all of the time,
* nor can you assume that there are no limits to how long you have access to
* a particular device.
* 3. **When to Access:** The most common portability issue with filesystem
* access is _timing_ - you cannot always assume that the storage device is
* always accessible all of the time, nor can you assume that there are no
* limits to how long you have access to a particular device.
*
* Consider the following example:
*
@ -92,13 +91,13 @@
* and saves are all presumed to be in the current working directory (which
* may or may not be the game's installation folder!).
*
* 2. **How to Access:**
* This code assumes that content paths are writeable, and that save data is
* also writeable despite being in the same location as the game data.
* 2. **How to Access:** This code assumes that content paths are writeable,
* and that save data is also writeable despite being in the same location as
* the game data.
*
* 3. **When to Access:** This code assumes that they can be called at any time,
* since the filesystem is always accessible and has no limits on how long the
* filesystem is being accessed.
* 3. **When to Access:** This code assumes that they can be called at any
* time, since the filesystem is always accessible and has no limits on how
* long the filesystem is being accessed.
*
* Due to these assumptions, the filesystem code is not portable and will fail
* under these common scenarios:
@ -200,12 +199,11 @@
* 1. **What to Access:** This code explicitly reads from a title or user
* storage device based on the context of the function.
*
* 2. **How to Access:** This code explicitly uses either a read or write function based on the
* context of the function.
* 2. **How to Access:** This code explicitly uses either a read or write
* function based on the context of the function.
*
* 3. **When to Access:** This code explicitly opens
* the device when it needs to, and closes it when it is finished working with
* the filesystem.
* 3. **When to Access:** This code explicitly opens the device when it needs
* to, and closes it when it is finished working with the filesystem.
*
* The result is an application that is significantly more robust against the
* increasing demands of platforms and their filesystems!