Decompiler not working in Ghidra Disassembler - reverse-engineering

I'm kind of new to Ghidra Disassembler so kindly bear with me .
I was trying to install Ghidra to analyse an executable. After opening the executable in Ghidra it loads everything fine except Decompiler. Decompiler window displays
Decompiler: Unable to initialize the DecompilerInterface: Could not find decompiler executable" this error message. Also it shows "os/mac_x86_64/decompile does not exist
I downloaded it from here. I also have JDK installed in my mac.
What should i do so as to make Decompiler work?
As the error says there is no decompiler inside "os/mac_x86_64". Not sure on what i should do.

Issue happened because I removed the decompile file while installing ghidra for the first coz gatekeeper in my Mac prompted me to remove it as it was from github. Solution to this issue is to allow it in the Security & Privacy . Thank you #Robert for ur inputs and ur time. U saved me ton of time.
Clicking "Allow Anyways" without removing decompile fixed the issue for me.

Related

silverstripe 4 server error after removing module

I'm having problems with using fluent in Silverstripe 4. So I tested to install different versions of fluent to see if I was able to get it working. The version of Silverstripe is 4.1.1.
After uninstalling fluent again, I get "server error" and I can't see anything in the php logs and when trying to run in dev mode, I don't see any difference.
One puzzling thing is that a folder named "themes" appeared in the root folder. I think that it was added by composer during the module installation, but I'm not sure. But I do know that git listed the themes folder as an untracked file. Which suggests that it was automatically added. So I removed that folder when uninstalling the module.
Now I'm not sure what to do. I would want to restore the database as it was before installing fluent (I've tried to add language to see if fluent was working). Or at least get back to square one.
How do people usually do when working with Silverstripe and testing modules?
What I've done so far:
Checked the php logs. No errors found.
Added "Director::set_environment_type("dev");" to _config.php, without seeing any difference when loading the page.
Tested to load the page with ?dev=1 without any difference.
I ran composer update and now the site is working. Might be one thing to test for silverstripe noobs (like me).

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

Eclipse Juno - Hangs on Type Space loading

Don't know what happened, but it just hangs on "Type Space loading (4%)" and that's it. I tried to solve problem with -clean option and with deleting .history and eclipse resources folder under plugins. I also tried with new workspace and it's still the same.
Before that I installed JVET. Don't know if it's connected with that.
Yes, it's because of VJET, see https://www.ebayopensource.org/jira/browse/VJET-57
To me it happened on a fresh installation of Eclipse IDE for JavaScript Web Developers.
Just leave it for about half an hour and it should finish successfully.
May i ask why did you install VJET? If as me to be able to debug node.js you might wanna try https://github.com/joyent/node/wiki/Using-Eclipse-as-Node-Applications-Debugger

How do I install a program that involves make, configure, and build?

I knew this day would come, so I guess it is here. (P.S. I am on windows XP).
I am trying to use this program here. I installed it fine, but it doesnt seem to work when I type in equations. So I went back to the site and it says I need JRE version 5.0 or above, (check). Then it also says I need dvipng, which I dont think I have.
So I went to the site it tells me to, (here), and I downloaded the most recent one, "dvipng-1.14.tar.gz". I unzipped it and I have it all sitting in one directory.
Ok... now what?
Im afraid I need guidance on exactly how to proceed here. The readme and installation instructions say to run "./configure", then "make", etc, I opened the command prompt and did all that but doesnt recognize. I have never had to build in this way, I always used an IDE for compiling C++ programs that I write myself. (Anyway, why am I even having to make an exe why dont they just make one and let us download that?)
Very confused as to what I need to do here, appreciate some step by step help.
Thank you
Even though Mohammad's problem was solved in the comments, I'll have a go at answering his question:
To run a build system that uses ./configure, you need something that can run shell scripts, as well as the usual suite of unix tools that the script expects, plus a compiler that behaves in the standard sort of way.
The two projects that I know of that do this are cygwin and MSYS. cygwin is aimed at creating a full POSIX environment on windows, while MSYS is an add-on to MinGW that aims to provide just the parts needed to run a ./configure script and build a program.

Can't get Lazarus to do.....anything?

So I thought I would install Lazarus/Free pascal -latest version from the sourceforge website.
Downloaded the win32 version and install on my XP machine couple of nights ago.
Problem is, it can't seem to find any of its own files.
From the first and every subsequent run it comes up with an error which says it can't find its system.ppu file relating to win32.
I just ignore that error and it seems to still run.
I tried to make a simple calculator application and it couldn't even seem to find the system files or files in the project directory. After battling these problems and setting every single path I could find in all the setups to every directory I could find it eventually compiled and run the program - once, not been able to make it do it again.
I also tried to make a user component library following the instructions on the web and that won't work either because, you guessed it, it can't the files. This time it gives an error saying it can't find a Ttreeview component, despite not even using that component in the library.
Being able to follow search paths is pretty fundamental stuff that they don't seem to have mastered.
Anybody managed to get a working system going, or any tips to sort these problems out?
Did you install in the default directory c:\lazarus? I thought there was an issue with installing to another directory, especially if the path contains spaces.
Nine times out of ten, its the old config of an earlier Lazarus attempt, that still lingers somewhere in the "local app" part of the profile.
If nothing else helps uninstall Lazarus, download Lazarus CodeTyphon edition, and run install as admin.