CC and incorrect clocks?

CC keeps telling me that my MacPro's clock is incorrect. However, the MacPro's clock shows the same time/date as my cell phone. As a result I have to log in each time to use PS.  Any idea of how to solve this problem?

Hi gfabbott,
As a testing purpose could you please try launching Photoshop on a new user admin account.
Regards,
Romit Sinha

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    Thanks for the reply.
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    GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
    GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays
    GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
    GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects
    GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow
    GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression
    GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
    GL_ARB_texture_env_add GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
    GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix
    GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr
    GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
    GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker
    GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord
    GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
    GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float
    GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color
    GL_EXT_separate_specular_color GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array
    GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc
    GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle
    GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback
    GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil
    GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence
    GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render
    GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer
    GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector
    GL_APPLE_texture_range GL_APPLE_transform_hint
    GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range
    GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators
    GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3
    GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip
    GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp
    GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection
    GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod

    it appears the actual image is probably in place, but the *preview* is incorrect.  clicking on the image to zoom in causes (the normal) "Loading...", followed by a zoomed in view of the *correct* image.  zooming back out gives the normal view of the correct image.  (*very* good to know!)

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