C++ Debugging Tool For Mac Sierra Terminal



One tool which is increasingly available on Unix-alikes (but not by default 26 on macOS) to do this is pkg-config. The configure script will need to test for the presence of the command itself 27 (see for example package Cairo ), and if present it can be asked if the software is installed, of a suitable version and for compilation/linking flags. The debug-menu gives you access to the restore partition (OS X 10.7 and above). 10 terminal commands to speed up macOS High Sierra on your Mac; Search. One of OS X’s most versatile utilities is Disk Utility—a tool not only used for formatting and managing a variety of storage devices, but also employed for fixing damaged volumes. BootInstallIA32.tool or BootInstallX64.tool This can be found in OpenCorePkg under /Utilties/LegacyBoot/ Install USB(Created above) Within your OpenCore build folder, navigate to Utilities/LegacyBoot. Here you'll find a file called BootInstallARCH.tool. What this does is install DuetPkg to your desired drive. We are interested in trying C on VS Code, but couldn’t find a guide simple enough to build and debug C for Mac (macOs High Sierra 10.13.6). This guide will focus on how to do that.

Contents
  • Get the Flutter SDK
  • iOS setup
  • Android setup

System requirements

To install and run Flutter,your development environment must meet these minimum requirements:

  • Operating Systems: macOS (64-bit)
  • Disk Space: 2.8 GB (does not include disk space for IDE/tools).
  • Tools: Flutter uses git for installation and upgrade. We recommendinstalling Xcode, which includes git, but you can also install git separately.

Important: If you’re installing on a Mac with the latest Apple M1 processor, you may find these supplementary notes useful reading as we complete support for the new Apple Silicon architecture.

Get the Flutter SDK

  1. Download the following installation bundle to get the lateststable release of the Flutter SDK:

    For other release channels, and older builds,see the SDK releases page.

  2. Extract the file in the desired location, for example:

  3. Add the flutter tool to your path:

    This command sets your PATH variable for thecurrent terminal window only.To permanently add Flutter to your path, seeUpdate your path.

You are now ready to run Flutter commands!

Note: To update an existing version of Flutter, see Upgrading Flutter.

Run flutter doctor

Run the following command to see if there are any dependencies you need toinstall to complete the setup (for verbose output, add the -v flag):

This command checks your environment and displays a report to the terminalwindow. The Dart SDK is bundled with Flutter; it is not necessary to installDart separately. Check the output carefully for other software you mightneed to install or further tasks to perform (shown in bold text).

For example:

The following sections describe how to perform these tasks and finish the setupprocess.

Once you have installed any missing dependencies, run the flutter doctorcommand again to verify that you’ve set everything up correctly.

Downloading straight from GitHub instead of using an archive

This is only suggested for advanced use cases.

You can also use git directly instead of downloading the prepared archive. For example,to download the stable branch:

Update your path, and run flutter doctor. That will let you know if there areother dependencies you need to install to use Flutter (e.g. the Android SDK).

If you did not use the archive, Flutter will download necessary development binaries as theyare needed (if you used the archive, they are included in the download). You may wish topre-download these development binaries (for example, you may wish to do this when settingup hermetic build environments, or if you only have intermittent network availability). Todo so, run the following command:

For additional download options, see flutter help precache.

Warning: The flutter tool uses Google Analytics to anonymously report feature usage statistics and basic crash reports. This data is used to help improve Flutter tools over time.

Flutter tool analytics are not sent on the very first run. To disable reporting, type flutter config --no-analytics. To display the current setting, type flutter config. If you opt out of analytics, an opt-out event is sent, and then no further information is sent by the Flutter tool.

By downloading the Flutter SDK, you agree to the Google Terms of Service. Note: The Google Privacy Policy describes how data is handled in this service.

Moreover, Flutter includes the Dart SDK, which may send usage metrics and crash reports to Google.

Update your path

You can update your PATH variable for the current session atthe command line, as shown in Get the Flutter SDK.You’ll probably want to update this variable permanently,so you can run flutter commands in any terminal session.

The steps for modifying this variable permanently forall terminal sessions are machine-specific.Typically you add a line to a file that is executedwhenever you open a new window. For example:

  1. Determine the directory where you placed the Flutter SDK.You need this in Step 3.
  2. Open (or create) the rc file for your shell.Typing echo $SHELL in your Terminal tells youwhich shell you’re using.If you’re using Bash,edit $HOME/.bash_profile or $HOME/.bashrc.If you’re using Z shell, edit $HOME/.zshrc.If you’re using a different shell, the file pathand filename will be different on your machine.
  3. Add the following line and change[PATH_TO_FLUTTER_GIT_DIRECTORY] to bethe path where you cloned Flutter’s git repo:

  4. Run source $HOME/.<rc file>to refresh the current window,or open a new terminal window toautomatically source the file.
  5. Verify that the flutter/bin directoryis now in your PATH by running:

    Verify that the flutter command is available by running:

Note: As of Flutter’s 1.19.0 dev release, the Flutter SDK contains the dart command alongside the flutter command so that you can more easily run Dart command-line programs. Downloading the Flutter SDK also downloads the compatible version of Dart, but if you’ve downloaded the Dart SDK separately, make sure that the Flutter version of dart is first in your path, as the two versions might not be compatible. The following command (on macOS, linux, and chrome OS), tells you whether the flutter and dart commands originate from the same bin directory and are therefore compatible. (Some versions of Windows support a similar where command.)

As shown above, the two commands don’t come from the same bin directory. Update your path to use commands from /path-to-flutter-sdk/bin before commands from /usr/local/bin (in this case). After updating your shell for the change to take effect, running the which or where command again should show that the flutter and dart commands now come from the same directory.

To learn more about the dart command, run dart -h from the command line, or see the dart tool page.

Platform setup

macOS supports developing Flutter apps in iOS, Android,and the web (technical preview release).Complete at least one of the platform setup steps now,to be able to build and run your first Flutter app.

iOS setup

Install Xcode

To develop Flutter apps for iOS, you need a Mac with Xcode installed.

  1. Install the latest stable version of Xcode(using web download or the Mac App Store).
  2. Configure the Xcode command-line tools to use thenewly-installed version of Xcode byrunning the following from the command line:

    This is the correct path for most cases,when you want to use the latest version of Xcode.If you need to use a different version,specify that path instead.

  3. Make sure the Xcode license agreement is signed byeither opening Xcode once and confirming or runningsudo xcodebuild -license from the command line.

Versions older than the latest stable version may still work,but are not recommended for Flutter development.Using old versions of Xcode to target bitcode is notsupported, and is likely not to work.

With Xcode, you’ll be able to run Flutter apps onan iOS device or on the simulator.

Set up the iOS simulator

To prepare to run and test your Flutter app on the iOS simulator,follow these steps:

  1. On your Mac, find the Simulator via Spotlight orby using the following command:

  2. Make sure your simulator is using a 64-bit device(iPhone 5s or later) by checking the settings inthe simulator’s Hardware > Device menu.
  3. Depending on your development machine’s screen size,simulated high-screen-density iOS devicesmight overflow your screen. Grab the corner of thesimulator and drag it to change the scale. You can alsouse the Window > Physical Size or Window > Pixel Accurateoptions if your computer’s resolution is high enough.
    • If you are using a version of Xcode olderthan 9.1, you should instead set the device scalein the Window > Scale menu.

Create and run a simple Flutter app

To create your first Flutter app and test your setup,follow these steps:

  1. Create a new Flutter app by running the following from thecommand line:

  2. A my_app directory is created, containing Flutter’s starter app.Enter this directory:

  3. To launch the app in the Simulator,ensure that the Simulator is running and enter:

Deploy to iOS devices

To deploy your Flutter app to a physical iOS deviceyou’ll need to set up physical device deployment in Xcodeand an Apple Developer account. If your app is using Flutter plugins,you will also need the third-party CocoaPods dependency manager.

  1. You can skip this step if your apps do not depend onFlutter plugins with native iOS code.Install and set up CocoaPods by running the following commands:

    Note: The default version of Ruby requires sudo to install the CocoaPods gem. If you are using a Ruby Version manager, you may need to run without sudo.

  2. Follow the Xcode signing flow to provision your project:

    1. Open the default Xcode workspace in your project byrunning open ios/Runner.xcworkspace in a terminalwindow from your Flutter project directory.
    2. Select the device you intend to deploy to in the devicedrop-down menu next to the run button.
    3. Select the Runner project in the left navigation panel.
    4. In the Runner target settings page,make sure your Development Team is selected.The UI varies depending on your version of Xcode.
      • For Xcode 10, look under General > Signing > Team.
      • For Xcode 11 and newer, look underSigning & Capabilities > Team.

      When you select a team,Xcode creates and downloads a Development Certificate,registers your device with your account,and creates and downloads a provisioning profile (if needed).

      • To start your first iOS development project,you might need to sign intoXcode with your Apple ID. Development and testing is supported for any Apple ID.Enrolling in the Apple Developer Program is required todistribute your app to the App Store.For details about membership types,see Choosing a Membership.
      • The first time you use an attached physical device for iOSdevelopment, you need to trust both your Mac and theDevelopment Certificate on that device.Select Trust in the dialog prompt whenfirst connecting the iOS device to your Mac.

        Then, go to the Settings app on the iOS device,select General > Device Managementand trust your Certificate.For first time users, you may need to selectGeneral > Profiles > Device Management instead.

      • If automatic signing fails in Xcode, verify that the project’sGeneral > Identity > Bundle Identifier value is unique.

  3. Start your app by running flutter runor clicking the Run button in Xcode.

C++ Debugging Tool For Mac Sierra Terminal

Android setup

Note: Flutter relies on a full installation of Android Studio to supply its Android platform dependencies. However, you can write your Flutter apps in a number of editors; a later step discusses that.

Install Android Studio

  1. Download and install Android Studio.
  2. Start Android Studio, and go through the ‘Android Studio Setup Wizard’.This installs the latest Android SDK, Android SDK Command-line Tools,and Android SDK Build-Tools, which are required by Flutterwhen developing for Android.

Set up your Android device

To prepare to run and test your Flutter app on an Android device,you need an Android device running Android 4.1 (API level 16) or higher.

  1. Enable Developer options and USB debugging on your device.Detailed instructions are available in theAndroid documentation.
  2. Windows-only: Install the Google USBDriver.
  3. Using a USB cable, plug your phone into your computer. If prompted on yourdevice, authorize your computer to access your device.
  4. In the terminal, run the flutter devices command to verify thatFlutter recognizes your connected Android device. By default,Flutter uses the version of the Android SDK where your adbtool is based. If you want Flutter to use a different installationof the Android SDK, you must set the ANDROID_SDK_ROOT environmentvariable to that installation directory.

Set up the Android emulator

To prepare to run and test your Flutter app on the Android emulator,follow these steps:

  1. EnableVM accelerationon your machine.
  2. Launch Android Studio, click the AVD Managericon, and select Create Virtual Device…
    • In older versions of Android Studio, you should insteadlaunch Android Studio > Tools > Android > AVD Manager and selectCreate Virtual Device…. (The Android submenu is only presentwhen inside an Android project.)
    • If you do not have a project open, you can choose Configure > AVD Manager and select Create Virtual Device…
  3. Choose a device definition and select Next.
  4. Select one or more system images for the Android versions you wantto emulate, and select Next.An x86 or x86_64 image is recommended.
  5. Under Emulated Performance, select Hardware - GLES 2.0 to enablehardwareacceleration.
  6. Verify the AVD configuration is correct, and select Finish.

    For details on the above steps, see ManagingAVDs.

  7. In Android Virtual Device Manager, click Run in the toolbar.The emulator starts up and displays the default canvas for yourselected OS version and device.

Web setup

Flutter has early support for building web applications using thebeta channel of Flutter. To add support for web development, followthese instructions when you’ve completed the setup above.

Next step

Set up your preferred editor.

Hi there! It’s GeoSn0w. Debugging the damn kernel is a very entertaining thing to do (until you provoke a serious exception, that is, and the kernel crawls into a corner from which it refuses to get out). Unfortunately, it’s not an easy task nowadays and Apple seems to want to make it harder and harder. At first, by hiding under lock and key the documentation about the debug boot arguments, and then by moving the Kernel Debug Kit under the Developer Account-only Downloads section. There are many write-ups on the internet about debugging the kernel on macOS but many of them are outdated as hell and the NVRAM boot arguments they tell you to set are no longer working. Some of them stop at just the “now you should have a working debug session” - so what? what do I do next? I wanna have fun Goddammit! In this write-up I am doing my best to provide the most accurate information for 2019, the right commands, the right boot-args and of course, practical examples you can begin with.

A note for the l33t h4xxors

If you are going to say “well if people don’t know what to do with a kernel debugger they shouldn’t use one”, please segfault. You’ve been a beginner once and wanted to have fun and learn so shut up.

Getting started with Kernel debugging on macOS

Okay, so the first things we need to sort out is the lab. You need to have a device of which kernel you want to debug (in my case I am using my iMac 2011 as a debuggee) and a device from where you do the debugging (I am using my MacBook Pro 2009 for this). You can connect the two in various ways I will discuss in this write-up, but in my case, the best method (and the most reliable) seems to be via a Firewire cable between the two (that is because both my machines have actual firewire ports, not USB-C bullshit).

With the hardware part set up, we need some software. You CAN theoretically debug the RELEASE kernel, but when you’re a beginner the Development one is much better. By default, macOS comes with a RELEASE fused kernel located in /System/Library/Kernels/kernel where kernel is a Mach-O 64-bit executable x86_64. We can get ourselves the Development kernel for our macOS version by navigating to Apple Developer portal and downloading the Kernel Debug Kit. It’s surprising that Apple only put the kit under a normal, free Apple Developer Account lock; I would have expected them to put it under the paid Apple Developer Account downloads by now.

Anyways, once you navigate to this Apple Developer Portal Downloads section, you will see something like this:

VERY IMPORTANT! You should get the appropriate kernel debug kit for your specific macOS version! You will boot the downloaded kernel later and if it doesn’t match your macOS version, it will NOT boot! I am not responsible for any damages to your files, computer, life, cat, whatever. Proceed at your own risk.

Finding the proper Kernel Debug Kit for your macOS version [!]

In order to locate the proper Kernel Debug Kit, you must know your macOS version and the actual build number. You can easily see what macOS version you are running by going to the Apple logo, pressing “About This Mac”, and reading the version in the window that appears, for example, “Version 10.13.6”.

For the actual build number, you can either click once on the “Version” label in that “About This Mac” window, or you can run the terminal command sw_vers | grep BuildVersion. In my case running the command outputs “BuildVersion: 17G65”.

So, in my case, I am running macOS High Sierra (10.13.6) build number 17G65. Looking in the Downloads section I could immediately find my version listed so I can download the .DMG file containing the installation files. The download is pretty small.

Preparing the debuggee for being debugged by the debugger ;)

With the Debug Kit downloaded on the debuggee (that is the machine whose kernel you wanna debug), mount the DMG file by double-clicking on it. Inside the DMG you will find a file called KernelDebugKit.pkg. Double-click that and follow the installation wizard. It will ask you for your macOS login password. If asked, do not move the installer to trash. You will need it later.

When the installation is complete it will look something like this.

After the installation completes, navigate to /Library/Developer/KDKs. There you will have a folder named KDK_YOUR_VERSION_BUILDNUMBER.kdk. In my case the folder is called KDK_10.13.6_17G65.kdk. Open the folder and inside it you will find another folder called “System”. Navigate into the folder, then into “Library” and then into “Kernels”. In that folder you will find a few kernel binaries, some Xcode Debug Symbol files (.dSYM), etc. You are interested in the file called kernel.development.

Copy the kernel.development and paste into /System/Library/Kernels/ alongside your release kernel binary. When you are done, you should have two kernels on your macOS installation, a RELEASE one and a DEVELOPMENT one.

Disabling SIP on the debuggee

For proper debugging, you may need to disable SIP (System Integrity Protection) on the machine whose kernel you wanna debug. To do that, reboot the machine in Recovery Mode. To do that, reboot the machine and when you hear the “BOONG!”, or when the screen turns on, press CMD + R. Wait a few seconds for it to boot into Recovery Mode user interface, and open “Terminal” from the top bar.

In the Recovery Terminal, write csrutil disable. Then reboot the machine and boot it normally to macOS.

Setting the correct NVRAM boot-args as of 2018/2019

The boot-args have been changed during the years by Apple so what you find on the internet may or may not work depending on how old the write-up is. The following boot-args have been tested and are working with macOS High Sierra as of 2018.

NOTE! The following boot-args assume you are doing this over Firewire or via Firewire through Thunderbolt adpter.

If you are using a FireWire cable through a real FireWire port (older Macs):

In the Terminal run the following command:

If you are using a FireWire through ThunderBolt adapter:

In the Terminal run the following command:

The difference is that fwkdp=0x8000 tells IOFireWireFamily.kext::AppleFWOHCI_KDP to use the non-built-in firewire <-> thunderbolt adapter for the debugging session.

This is pretty much it, the debuggee is ready to be debugged after a reboot, but let me explain you a bit what the boot arguments do.

  • debug=0x8146 -> This enables the debugging and allows us to press the Power button to trigger a NMI This stands for Non-Maskable Interrupt and it is used to allow the debugger to connect.
  • kdp_match_name=firewire -> This allows us to debug via FireWireKDP.
  • fwkdp=0x8000 -> As I explained earlier, this tells the kext to use the thunderbolt to firewire adapter. Don't set it if you use normal Firewire ports.
  • fwdebug=0x40 -> Enables more verbose output from the AppleFWOHCI_KDP driver, it is useful for troubleshooting.
  • pmuflags=1 -> This one disables the Watchdog timer.
  • -v -> The simplest of birds. This one tells the computer to boot verbose instead of the normal Apple logo and progress bar. This is extremely useful for troubleshooting, not only when you debug but also when you have boot loops.

Aside from these boot arguments that we set, macOS supports more args that are defined in /osfmk/kern/debug.h which I am going to list below. These were taken from xnu-4570.41.2.

Preparing the debugger machine

Okay, now that the debuggee is ready, we need to configure the machine where the debugger will run. For that, I am using another macOS machine running El Capitan, but that matters less. Remember that Kernel Debug Kit we installed on the debuggee? We need to install it on the debugger machine too. The difference is that we will NOT move the kernels and we will not set any boot arguments on the debugger. We need the kernel because we are going to use lldb to perform the debugging. If you’re familiar with GDB instead, don’t worry. There is a GDB -> LLDB command sheet available right here.

Note: You should install the same macOS Kernel Debug toolkit on the debugger even if it doesn’t run the same macOS version as the debuggee because we will not boot any kernel on the debugger.

After you installed the toolkit, it’s time to connect.

Debugging the kernel

C++ Debugging Tool For Mac Sierra Terminal Commands

To begin, reboot the debuggee. You will see that it boots into a text-mode console which spits out verbose boot information. Wait until you see “DSMOS has arrived!” on the screen and press the Power button once. Don’t hold it pressed. On the debuggee, you will see that it is waiting for a debugger to be connected.

On the debugger machine:

Open a Terminal window and start fwkdp -v, this is the FireWire KDP Tool and will listen to the FireWire interface and redirect the data to the localhost so that you can set the KDP target as localhost or 127.0.0.1. You should get an output similar to this:

Now, WITHOUT closing this window open another Terminal window and start lldb debugger by passing it the kernel.development file you installed on the debugger machine as part of the Kernel Debug Kit. Remember, the kernel can be found at /Library/Developer/KDKs/. There you will have a folder named KDK_YOUR_VERSION_BUILDNUMBER.kdk. In my case the folder is called KDK_10.13.6_17G65.kdk. and my full kernel path that I need is /Library/Developer/KDKs/KDK_10.13.6_17G65.kdk/System/Library/Kernels/kernel.development.

The command in the new terminal window in MY case will be xcrun lldb /Library/Developer/KDKs/KDK_10.13.6_17G65.kdk/System/Library/Kernels/kernel.development

As you can see, lldb says that the “kernel” contains a debug script. In the lldb window that is now open, run settings set target.load-script-from-symbol-file true to run the script.

Now we can finally connect lldb to the live kernel by writing kdp-remote localhost. If you did everything right, the kernel should connect and you should have an output like this. A LOT of text will start to pour into your lldb window initially, then it should come to a rest state.

Now we are connected to the live kernel. You can see that the process is stopped, this means that the kernel is frozen, this is why the boot stopped right where you left it, but now that the debugger has been attached, we can safely continue the boot process into the normal macOS desktop. To do that we just have to unfreeze (continue) the process. To do that, type “c” for continue and press enter until the boot continues (more text is poured on the debuggee screen)

Once the debuggee has fully booted into the macOS and you are on your desktop, you can pretty much do whatever debugging you want. To run a debugger command you will have to trigger again a NMI, to do that you press the Power button once. The debuggee screen will freeze but your debugger’s lldb screen will be active and you can read/write registers, read/write memory, disassemble at address, disassemble functions, etc. on the live kernel. To unfreeze it back you type again “c” and press enter on the lldb screen.

Practical examples of Kernel debugging

Example 1: Reading all the registers with lldb and writing “AAAAAAAA” to one of them

Okay, to read all the registers, trigger a NMI by pressing the Power button and in the open lldb window type register read --all

Now let’s write to one of the registers. DO NOT write to a register that is not set to 0x0000000000000000 because you will overwrite something. Find one that is empty. In my case, R13 is empty (r13 = 0x0000000000000000) so I can write garbage to it to prove my point. To write a string of AAAs to the register I can replace it’s value to 0x4141414141414141 where 0x41 is the hex representation for ASCII character “A”. To overwrite the register I can use the command register write r13 0x4141414141414141. Sure enough, if we read the registers again the change is in place:

NOTE: Of course, when you wanna read a single register you don’t have to run register read --all, you can simply specify the register with register read [register] for example register read r13.

Example 2: Changing the Kernel version and name when running uname -a

Time to do some real memory R/W to the kernel because we can. As you probably know, the command uname -a in the Terminal lists the name of the kernel, the version, the, and the build date. What if we change that to whatever we want?

At first, we have no idea where the kernel stores that information so we need to find that. To do that we can use any Disassembler like IDA Pro, Hopper Disassembler, Jtool, Binary Ninja, etc.

I will use IDA Pro for this task. What we’re going to do is to load the kernel. development file into IDA Pro and let IDA analyze it. The analysis may take a while so please be patient. The Kernel ain’t small. When IDA finishes, the output should look like this, more or less. You will know when IDA finished because it will say “AU: idle” in the left bottom corner.

Now, we have to find that string. We know that the kernel name is Darwin when the uname -a command is executed in Terminal so in order to look for it in IDA, we go to the top bar -> View -> Open subviews -> Strings.A new Strings window will appear and if you press CTRL + F inside it a search box will appear at the bottom where we can search for Darwin. And what do you know? The whole string is there.

Tool

Double-click that and you will be redirected to a constant called _version. So now we know. The constant is called “version” and that is what we have to look for. You may be inclined to copy the address of the constant from the IDA disassembly but WRONG! The Kernel uses KASLR or Kernel Address Space Layout Randomization so the address will not be the same, it will be slid. But you don’t need to know the address anyways, you can get it easily with lldb on the debugger machine.

C++ Debugging Tool For Mac Sierra Terminals

Let’s get the address of the “version” constant.

It’s actually very simple. Trigger a NMI by pressing the Power Button (if you continued the process) and write print &(version).

AHAM! So in my case the const char version is at address 0xffffff802f0f68f0. Sure enough, if we list the character array it shows like this:

Actually, using the x <address> command we can dumpt the memory contents at that address. Let’s do it.

It looks like it continues to 0xffffff802f0f6900. Let’s dump that too.

Nice! See the 44 61 72 77 69 6e? That is the hexadecimal representation of the word Darwin. If we change that to let’s say “GeoSn0w” in HEX, we can pretty much change the kernel name. Same goes for the version. Let’s do it.

So, we need a Text to Hex converter. Many are available online. I used this one. And we need to keep in mind that we CANNOT write a longer string without overwriting something else. The word can be smaller and we can pad it with NOPs (0x90) but not longer because it will overwrite stuff. I crafted my text to remove some stuff and add some stuff but I stayed in the same boundary. Don’t go past the character limit in the existing string.

My final hex looks like this:

Now, we cannot write it to the two addresses like that. We have to add “0x” in front of all characters. The final result looks like this:

Now we can write the bytes to the memory. Let’s start with the first address. In my case the command looks like this:

Now for the 0xffffff802f0f6900 address to complete the string nicely:

Now let’s unfreeze the kernel on the debugee:

And let’s run the uname -a command in the Terminal of the debugee:

And what do you know? It shows our string:

And there you have it. Kernel debugging on macOS with some practical examples. I hope you enjoyed it. Do not forget that, after you’re done debugging stuff you should set the boot-args back again to stock to boot the normal RELEASE kernel. You do that by running the following command in Terminal on the debugee: sudo nvram boot-args='. Then go to /System/Library/Kernels/ and remove the kernel.development file.

Now in the Terminal write the following two commands to invalidate the kextcache:

And

After this, perform a reboot and the computer will boot the normal RELEASE kernel.

Errare humanum est

C Debugging Tool For Mac Sierra Terminal Linux

If you found any horrible mistakes in this write-up, let me know on Twitter. My handle is @FCE365 (GeoSn0w). Thank you a lot for reading this!

C Debugging Tool For Mac Sierra Terminal Download

Contact me

C Debugging Tool For Mac Sierra Terminal 3

  • Twitter: https://twitter/FCE365
  • YouTube Channel: http://youtube.com/fce365official