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  1. POerror count exceeds 100 with just one error
    text
    copied!<p>I have a C++ project in VS with more or less 100 files (each file is a class). I modified one a couple of days ago, adding some declarations, and now I can't compile and it gives a lot of errors and this one lastly:</p> <blockquote> <p>error count exceeds 100; stopping compilation</p> </blockquote> <p>Posting the errors seems useless, but here are some (the are all pretty much the same):</p> <pre><code>error C2275: 'btTransform' : illegal use of this type as an expression error C2275: 'btVector3' : illegal use of this type as an expression error C2275: 'btVector3' : illegal use of this type as an expression error C2275: 'btVector3' : illegal use of this type as an expression error C2504: 'Platform' : base class undefined error C2535: 'btAlignedObjectArray&lt;T&gt; </code></pre> <p>Note than most of the mentioned errors shouldn't be errors, and IntelliSense shows no error in the error list output. And I am completely sure I forgot a <code>;</code> or something similar.</p> <p>What should I do? Also I am working with a lot of stuff, and I forgot which file I modified. I browsed through most of them and couldn't find anything.</p> <p>Here is the complete list: <a href="http://pastebin.com/1CD9fGgn" rel="nofollow">http://pastebin.com/1CD9fGgn</a> (it is so long that it doesn't fit here)</p> <p>As requested:</p> <p>Player.h</p> <pre><code>#pragma once #include &lt;Ogre.h&gt; #include "BtOgreGP.h" #include "BtOgrePG.h" #include &lt;OISKeyboard.h&gt; #include &lt;OISJoyStick.h&gt; #include "BulletCollision\CollisionDispatch\btGhostObject.h" #include "balance.h" #include "WorldGenerator.h" #include "Keys.h" #include "PlayerController.h" using namespace Ogre; class Player { public: Player(Root*, SceneManager*, RenderWindow*); ~Player(void); Camera* mCamera; void update(const FrameEvent&amp;); bool isTouchingBelow(); // bool isJumping(); btPairCachingGhostObject* getGhostObject() { return mGhostObject; } void clearObjectTouchingNormal() { mNormals-&gt;clear(); } void addObjectTouchingNormal(btVector3* vector) { mNormals-&gt;push_back(*vector); } btAlignedObjectArray&lt;btVector3&gt; getObjectTouchingNormal() { return *mNormals; } private: btAlignedObjectArray&lt;btVector3&gt;* mNormals; double mTimeLastJump; WorldGenerator* mGenerator; bool mPressJumpLastUpdate; // btAlignedObjectArray&lt;btVector3&gt; getObjectTouchingNormal(); Vector3 mLastVectorVelocity; //SceneNode* mCameraHelper; SceneNode* mMainNode; SceneNode* mBodyNode; SceneNode* mCameraPivot; SceneNode* mCameraYaw; SceneNode* mCameraPitch; SceneNode* mCameraHolder; SceneManager* mSceneManager; BtOgre::DebugDrawer* mDebugDrawer; //btRigidBody* mPlayerBody; btQuaternion* mDefaultQuaternion; Vector3 mStartPosition; PlayerController* mKinematicController; btPairCachingGhostObject* mGhostObject; //bool mIsJumping; Radian mLastRotation; btVector3 mBodyDimensions; /*bool mCameraCenterMovementFlag; Radian mCameraCenterYaw;*/ }; class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback { protected: btRigidBody* mMe; public: ClosestNotMe (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) { mMe = me; } virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult&amp; rayResult,bool normalInWorldSpace) { if (rayResult.m_collisionObject == mMe) return 1.0; return btCollisionWorld::ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); } }; </code></pre> <p>Globals.h</p> <pre><code>#pragma once #include &lt;Ogre.h&gt; #include &lt;vector&gt; #include "Player.h" enum GameDifficulty { GD_EASY, GD_NORMAL, GD_HARD }; class GlobalVariables { public: static std::vector&lt;Player*&gt; players; }; </code></pre>
 

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