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Re: Compiling OpenGL



This sounds like you have source file that is using Objective-C code, but is labeled with a .c extension. When we create the precompiled headers for your project we create a dialect for each language that your project contains. It appears that we are trying to create a C dialect but compiling code that requires Objective-C (AppKit).

You need to make sure that any files that use Objective-C code, have the proper file extension (.m or .mm for Objective-C++). If you cannot change the file extension, you can just change the file type in the Get info window for the file reference to sourcecode.c.objc.

Also, make sure you have protected any inclusions of Objective-C headers in other headers with language guards (i.e. #ifdef OBJC) so that those headers are not brought in when compiling just for C or C++.

Scott

On Nov 23, 2005, at 3:55 PM, Chris wrote:

Hallo,

just a few days ago I installed the new Xcode 2.2
I normally use Xcode for OpenGL (GLUT) programming.
right now I have problems compiling my applications

if I create a new project and import all the files as I did with Xcode 2.1 I get hundrets of errors about anything like:

precompiling System/.../AppKit.framework(AppKit.h (2015 errors)

then I changed the Filetyp from sourcecode.c.c (whatever that is) to sourcecode.c

now I get a message "No launchable executables present at path."
			/user/%USER%/Documents/.../Program.app/Contents/MacOS/Program

With Xcode 2.1 I never had these problems and I'm not sure what I should do now
my old Xcode 2.1 projects still work - I can compile that ones, but if I create a new one it does ot work...


could anybody please help me?
thank you so much

bye chris
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