# Compiling GLFW on latest MacOS fails at CodeSign step

**URL:** <https://discourse.glfw.org/t/compiling-glfw-on-latest-macos-fails-at-codesign-step/2574>\
**Category:** support\
**Created:** [March 4, 2024, 1:36pm UTC](https://discourse.glfw.org/t/compiling-glfw-on-latest-macos-fails-at-codesign-step/2574 "2024-03-04T13:36:23Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![drfuchs](https://avatars.discourse-cdn.com/v4/letter/d/db5fbb/32.png) [@drfuchs](https://discourse.glfw.org/u/drfuchs)\
**Post date:** [March 4, 2024, 1:36pm UTC](https://discourse.glfw.org/t/compiling-glfw-on-latest-macos-fails-at-codesign-step/2574/1 "2024-03-04T13:36:23Z")

</div>

On a vanilla M1 Pro running Sonoma 14.3.1 with Xcode 15.2 installed. Did “xcode-select --install” some time ago to be able to use “cc” from the command line to compile C programs using pre-compiled libglfw3.a / glfw3.h which has been working fine for me forever. Recently updated to glfw 3.4, no problems; apps still compile and run great.

Downloaded sources for glfw-3.4 intending to compile it from scratch, following instructions on “Compiling GLFW” page. I’ve got cmake version 3.28.3 installed courtesy of homebrew. First issue:

* * *

glfw-3.4 % cmake -S . -B build -G Xcode  
– The C compiler identification is unknown  
CMake Error at CMakeLists.txt:3 (project):  
No CMAKE\_C\_COMPILER could be found.

– Configuring incomplete, errors occurred!

* * *

Kind of odd, since I use “cc” from this very shell to make my glfw-based app with no problem. The web suggests the magic incantation:

```
sudo xcode-select -s /Applications/Xcode.app/Contents/Developer

```

which I do with some trepidation, but happy results:

* * *

glfw-3.4 % cmake -S . -B build -G Xcode  
– The C compiler identification is AppleClang 15.0.0.15000100  
– Detecting C compiler ABI info  
– Detecting C compiler ABI info - done  
– Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.\xctoolchain/usr/bin/clang - skipped  
– Detecting C compile features  
– Detecting C compile features - done  
– Performing Test CMAKE\_HAVE\_LIBC\_PTHREAD  
– Performing Test CMAKE\_HAVE\_LIBC\_PTHREAD - Success  
– Found Threads: TRUE  
– Including Cocoa support  
– Could NOT find Doxygen (missing: DOXYGEN\_EXECUTABLE)  
– Documentation generation requires Doxygen 1.9.8 or later  
– Configuring done (6.6s)  
– Generating done (0.0s)  
– Build files have been written to: /myob/glfw-3.4/build

* * *

That’s encouraging (though not sure why “Check for working C compiler” was “skipped”).

Following the “Compiling the library” section, the advice “With Linux, macOS and other forms of Unix, run `make`” doesn’t work, as there are no makefiles:

* * *

glfw-3.4 % cd build  
build % make  
make: \*\*\* No targets specified and no makefile found. Stop.  
build % cd …  
glfw-3.4 %

* * *

Undeterred, I’ll just try the alternate cmake advice, which results in lots of compiling and stuff, but fails at way down at CodeSign:

* * *

glfw-3.4 % cmake --build build  
Command line invocation:  
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -project GLFW.xcodeproj build -target ALL\_BUILD -parallelizeTargets -configuration Debug -hideShellScriptEnvironment

User defaults from command line:  
HideShellScriptEnvironment = YES  
IDEPackageSupportUseBuiltinSCM = YES

ComputeTargetDependencyGraph  
note: Building targets in dependency order  
note: Target dependency graph (34 targets)  
Target ‘ALL\_BUILD’ in project ‘GLFW’  
➜ Explicit dependency on target ‘glfw’ in project ‘GLFW’

… Lots of happy compiling …

CodeSign /myob/glfw-3.4/build/examples/Debug/windows.app (in target ‘windows’ from project ‘GLFW’)  
cd /myob/glfw-3.4

Signing Identity: “-”

/usr/bin/codesign --force --sign - --entitlements /myob/glfw-3.4/build/build/windows.build/Debug/windows.app.xcent --timestamp=none --generate-entitlement-der /myob/glfw-3.4/build/examples/Debug/windows.app  
/myob/glfw-3.4/build/examples/Debug/windows.app: resource fork, Finder information, or similar detritus not allowed  
Command CodeSign failed with a nonzero exit code

note: Run script build phase ‘Generate CMakeFiles/ALL\_BUILD’ will be run during every build because the option to run the script phase “Based on dependency analysis” is unchecked. (in target ‘ALL\_BUILD’ from project ‘GLFW’)  
note: Run script build phase ‘Generate CMakeFiles/ZERO\_CHECK’ will be run during every build because the option to run the script phase “Based on dependency analysis” is unchecked. (in target ‘ZERO\_CHECK’ from project ‘GLFW’)  
\*\* BUILD FAILED \*\*

The following build commands failed:  
CodeSign /myob/glfw-3.4/build/examples/Debug/windows.app (in target ‘windows’ from project ‘GLFW’)  
CodeSign /myob/glfw-3.4/build/examples/Debug/wave.app (in target ‘wave’ from project ‘GLFW’)  
(2 failures)

* * *

Any thoughts on where I went wrong? Or additional magic incantations to make CodeSign happy?

---

<div class="post-metadata">

**Author:** ![drfuchs](https://avatars.discourse-cdn.com/v4/letter/d/db5fbb/32.png) [@drfuchs](https://discourse.glfw.org/u/drfuchs)\
**Post date:** [March 4, 2024, 2:12pm UTC](https://discourse.glfw.org/t/compiling-glfw-on-latest-macos-fails-at-codesign-step/2574/2 "2024-03-04T14:12:55Z")

</div>

Well, it seems I misunderstood the comment about “-G Xcode”, thinking it meant it was necessary for even command-line MacOS building. Simply leaving off this option made everything happy (macOS-compatible makefiles were generated, and doing a “make” in the build directory built every thing with no complaints). Leaving this all here for any other hapless beginner.
