error count exceeds 100 with just one error
c++
Solution
Scroll to the top of your error list, and deal with that one. If you're in Visual Studio, you can compile it and hit Ctrl-Shift-F12.
If you make some error in syntax (my usual one is an unmatched quote or brace), the compiler can lose its context, so everything from that point forward becomes unintelligible to it. The only way you'll get through it is to correct the first error found; and then--if there are still errors--the next one. At some point, you'll find that thing you did, and the rest of the errors will magically disappear.
Problem
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: error count exceeds 100; stopping compilation Posting the errors seems useless, but here are some (the are all pretty much the same): ``` 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<T> ``` 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 `;` or something similar. 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. Here is the complete list: http://pastebin.com/1CD9fGgn (it is so long that it doesn't fit here) As requested: Player.h ``` #pragma once #include <Ogre.h> #include "BtOgreGP.h" #include "BtOgrePG.h" #include <OISKeyboard.h> #include <OISJoyStick.h> #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&); bool isTouchingBelow(); // bool isJumping(); btPairCachingGhostObject* getGhostObject() { return mGhostObject; } void clearObjectTouchingNormal() { mNormals->clear(); } void addObjectTouchingNormal(btVector3* vector) { mNormals->push_back(*vector); } btAlignedObjectArray<btVector3> getObjectTouchingNormal() { return *mNormals; } private: btAlignedObjectArray<btVector3>* mNormals; double mTimeLastJump; WorldGenerator* mGenerator; bool mPressJumpLastUpdate; // btAlignedObjectArray<btVector3> 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& rayResult,bool normalInWorldSpace) { if (rayResult.m_collisionObject == mMe) return 1.0; return btCollisionWorld::ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); } }; ``` Globals.h ``` #pragma once #include <Ogre.h> #include <vector> #include "Player.h" enum GameDifficulty { GD_EASY, GD_NORMAL, GD_HARD }; class GlobalVariables { public: static std::vector<Player*> players; }; ```