Xcode boilerplate openGL build produces error: "error finding potential wrapper bundle for node <FSNode 0x100a09910>"

I am working on compiling a simple openGL program in Xcode on my M1 Mac running Monterey 12.2.1. The build succeeds, but I get this nasty error

2022-04-05 09:54:18.959203-0500 opengl[24908:835152] [default] error finding potential wrapper bundle for node <FSNode 0x100a09910> { isDir = ?, path = '/Users/liamwhite/Library/Developer/Xcode/DerivedData/opengl-awawpgevgzpjofbrfmzvucbfrzpp/Build/Products/Debug' }: Error Domain=NSOSStatusErrorDomain Code=-10811 "kLSNotAnApplicationErr: Item needs to be an application, but is not" UserInfo={_LSLine=1579, _LSFunction=wrapperBundleNodeForWrappedNode}
2022-04-05 09:54:18.959276-0500 opengl[24908:835152] [default] error finding potential wrapper bundle for node <FSNode 0x100a09910> { isDir = ?, path = '/Users/liamwhite/Library/Developer/Xcode/DerivedData/opengl-awawpgevgzpjofbrfmzvucbfrzpp/Build/Products/Debug' }: Error Domain=NSOSStatusErrorDomain Code=-10811 "kLSNotAnApplicationErr: Item needs to be an application, but is not" UserInfo={_LSLine=1579, _LSFunction=wrapperBundleNodeForWrappedNode}
2022-04-05 09:54:18.959308-0500 opengl[24908:835152] [default] error finding potential wrapper bundle for node <FSNode 0x100a09910> { isDir = ?, path = '/Users/liamwhite/Library/Developer/Xcode/DerivedData/opengl-awawpgevgzpjofbrfmzvucbfrzpp/Build/Products/Debug' }: Error Domain=NSOSStatusErrorDomain Code=-10811 "kLSNotAnApplicationErr: Item needs to be an application, but is not" UserInfo={_LSLine=1579, _LSFunction=wrapperBundleNodeForWrappedNode}
2022-04-05 09:54:19.019242-0500 opengl[24908:835152] [default] error finding potential wrapper bundle for node <FSNode 0x100a09910> { isDir = ?, path = '/Users/liamwhite/Library/Developer/Xcode/DerivedData/opengl-awawpgevgzpjofbrfmzvucbfrzpp/Build/Products/Debug' }: Error Domain=NSOSStatusErrorDomain Code=-10811 "kLSNotAnApplicationErr: Item needs to be an application, but is not" UserInfo={_LSLine=1579, _LSFunction=wrapperBundleNodeForWrappedNode}
2022-04-05 09:54:19.054172-0500 opengl[24908:835152] Metal API Validation Enabled
Program ended with exit code: 0

A potential fix is proposed in this SO post, but I am new to Xcode and the answer is too vague for me.

I expect a window to pop up and display a simple triangle. Instead I see my system attempt to open a window (for a fraction of a second) before quitting the window and giving me the above error.

Below is my code, if it is of any consequence:

#include <iostream>
#include <string>
#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

static unsigned int CompileShader(unsigned int type, const std::string& source)
{
  unsigned int id = glCreateShader(type);
  const char* src = source.c_str();
  glShaderSource(id, 1, &src, nullptr);
  glCompileShader(id);
   
  int result;
  glGetShaderiv(id, GL_COMPILE_STATUS, &result);
  if(!result)
  {
    int length;
    glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
    char* message = static_cast<char*>(alloca(length * sizeof(char))); // alloca is from C. it allows dynamic stack allocation!
    glGetShaderInfoLog(id, length, &length, message);
    std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader" << std::endl;
    std::cout << message << std::endl;
     
    return 0;
  }
   
  return id;
}

static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
  unsigned int program = glCreateProgram();
  unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
  unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
   
  glAttachShader(program, vs);
  glAttachShader(program, fs);
  glLinkProgram(program);
  glValidateProgram(program);
   
  glDeleteShader(vs);
  glDeleteShader(fs);
   
  return program;
}

int main()
{
  GLFWwindow* window;

  /* Initialize the library */
  if (!glfwInit())
    return -1;
  
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

  /* Create a windowed mode window and its OpenGL context */
  window = glfwCreateWindow(640, 480, "", NULL, NULL);
  if (!window)
  {
    glfwTerminate();
    return -1;
  }

  /* Make the window's context current */
  glfwMakeContextCurrent(window);
   
  if(!glewInit())
    return 0;
   
   
  float positions[6] = {
    -0.5f, -0.5f,
     0.0f, 0.5f,
     0.5f, -0.5f
  };
   
  unsigned int vao;
  glGenVertexArrays(1, &vao);
  glBindVertexArray(vao);
   
  unsigned int buffer;
  glGenBuffers(1, &buffer);

  glBindBuffer(GL_ARRAY_BUFFER, buffer);
   
  glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
   
  // Below is specifying the layout of our buffer (positions, above)
  glEnableVertexAttribArray(0);
  glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
   
  std::string vertexShader =
    "#version 330 core\n"
    "layout(location = 0) in vec4 position;\n"
    "void main()\n"
    "{\n"
    "gl_Position = position;\n"
    "}\n";
   
  std::string fragmentShader =
    "#version 330 core\n"
    "layout(location = 0) out vec4 color;\n"
    "void main()\n"
    "{\n"
    "color = vec4(1.0, 0.0, 0.0, 0.0, 1.0);\n"
    "}\n";
   
  unsigned int shader = CreateShader(vertexShader, fragmentShader);
   
  glUseProgram(shader);
   
  /* Loop until the user closes the window */
  while (!glfwWindowShouldClose(window))
  {
    /* Render here */
    glClear(GL_COLOR_BUFFER_BIT);
     
    glDrawArrays(GL_TRIANGLES, 0, 3);
     
    /* Swap front and back buffers */
    glfwSwapBuffers(window);

    /* Poll for and process events */
    glfwPollEvents();
  }

  glfwTerminate();
  return 0;
}
Xcode boilerplate openGL build produces error: "error finding potential wrapper bundle for node &lt;FSNode 0x100a09910&gt;"
 
 
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