Unsafe attempt to load URL from frame with URL. Domains, protocols and ports must match

I am having issue in sitemap.xml. My sitemap.xml (https://www.***.com/sitemap.xml) not working in chrome browser throwing the following console error and screen was blank. But the same is working in Mozilla. Kindly help me to solve this problem.

error:

Unsafe attempt to load URL https://***********.cloudfront.net/wp-content/plugins/google-sitemap-generator/sitemap.xsl from frame with URL https://www.***.com/sitemap.xml. Domains, protocols and ports must match.

Are abilities that “Treat the results as a bull rush attempt” modified by feats and abilities that modify your standard Bull Rush?

Specifically I’m looking at the power Wind Blast from the Wind subdomain of the Air domain. The ability reads as follows:

Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

With this and similar abilities, do any bonuses or effects from class abilities, feats, or traits such as Greater Bull Rush apply to the roll or result?

Attempt to fix sprite sheet pixel bleeding in OpenGL 2D causing sprite distortion

While working on a project, I encountered the common problem of pixel bleeding when trying to draw subregions of my sprite sheet. This caused sort of "seams" to appear at the edges of my sprites. You can see the issue here, on the right and top of the sprite .

Doing some searching, I found others with a similar problem, and a suggested solution (here, and here for example) was to offset my texture coordinates by a bit, such as 0.5. I tried this, and it seemed to work. But I have noticed that sometimes, depending on where the sprite or camera is, I get a bit of distortion on the sprites. Here, the left side appears to be cut off, and here, the bottom seems to have expanded. (I should note, the distortion happens on all sides, I just happened to take screenshots of it happening on the bottom and left.) It may be a little difficult to see in screenshots, but it is definitely noticeable in motion. For reference, here is the part of the sprite sheet that is being displayed here

Does anybody have any idea what is going on here? I didn’t actually notice this issue until recently. I originally set out to resolve the pixel bleeding when I saw it occurring between my tile sprites. This new issue does not occur with them using my current half-pixel offset solution (or if it does, it’s not noticeable).

Code:

Texture parameters

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 

Texture coordinate calculation

std::vector<glm::vec4> Texture2D::GetUVs(int w, int h) { std::vector<glm::vec4> uvs; int rows = Width/ w; int columns = Height / h;  for(int c = 0; c < columns; c ++) {     for(int i = 0; i < rows; i ++)     {         float offset = 0.5;         uvs.emplace_back(glm::vec4(float(((i) * w + offset))/Width,                               float(((1 + i) * w - offset))/Width,                               float(((c) * h + offset))/Height,                               float(((1 + c) * h - offset))/Height));     } } return uvs; 

Where Width and Height are the dimensions of the sprite sheet, and w and h are the dimensions of the subregion, in this case 32 and 32.

How I pass the uvs to the shader

GLfloat verticies[] = {     uv.x, uv.w,     uv.y, uv.z,     uv.x, uv.z,      uv.x, uv.w,     uv.y, uv.w,     uv.y, uv.z };  this->shader.Use().SetVector2fv("uvs", 12, verticies); 

Where uv is the uv at an index in the uvs vector that was returned above in the GetUVs function.

Vertex shader

#version 330 core layout (location = 0) in vec2 vertex;   out vec2 TextureCoordinates;  uniform vec2 uvs[6]; uniform mat4 model; uniform mat4 projection;  void main() {     const vec2 position [6] = vec2[]     (         vec2(0.0f, 1.0f),         vec2(1.0f, 0.0f),         vec2(0.0f, 0.0f),          vec2(0.0f, 1.0f),         vec2(1.0f, 1.0f),         vec2(1.0f, 0.0f)     );     TextureCoordinates = uvs[gl_VertexID];    gl_Position = projection * model * vec4(position[gl_VertexID], 0.0, 1.0); } 

Fragment shader

#version 330 core in vec2 TextureCoordinates; out vec4 color;  uniform sampler2D image; uniform vec4 spriteColor;  void main() {         color = vec4(spriteColor) * texture(image, TextureCoordinates); }   

Thanks for reading. I have asked this question a few places and not gotten any response, so any help is greatly appreciated.

What is an algorithm for minimizing the standard deviation of m sums summed from n summands? [with attempt]

I have m bins (sums) and n summands. Each summand goes into a bin. In order to minimize the standard deviation, I have a greedy algorithm that appears to accomplish this. I am not sure of the name, but would like to know more. All m bins must have a sum greater than zero at the end of the algorithm.

It seems simple:

sort the summands from highest to lowest.

for each summand in the summands: find the first available bin with minimum sum and place it in the bin

I haven’t proved anything about it, but I’ve come up with a few test data sets and it appears to work.

Does a character hit with Drow Poison always have to attempt the 2nd Fortitude Save?

The description of Drow in the SRD states:

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours.

Does the character have to make the second saving throw if they succeeded in the first save? The inclusion of the word “remains” suggests that the character was already unconscious, which suggests that this second saving throw is only required if the first one was failed.

However the rules for poisons suggest that the second saving throw is “usually” required even if the first succeeded. But it talks about additional “damage” which unconsciousness isn’t, exactly:

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw

So…

If a character succeeds in their initial saving throw against Drow poison, are they still required to make another save a minute later?

What’s the purpose behind this phishing attempt?

As probably all of you, I got an email that was intended as a phishing attack.

The HTML version of the email was pretending to be a Facebook email of a security warning.

phishing image

The links do lead to Facebook, for an account-switching crafted URL. I get that one.

However, the text version of the email has something like this:

mailto:xxx@stanforduni.com;xxx@massachusettsins.co.uk;xxx@e-irosky.me;xxx@harvarduni.org;xxx@univofcambridge.eu;xxx@univofoxford.com;xxx@yandex.ru;xxx@yandex.ua;xxx@yandex.kz;xxx@yandex.by;xxx@yandex.com;xxx@mail.ru;xxx@yahoo.com;xxx@aol.com;xxx@gmail.com 

(I redacted out usernames from those addresses.)

Some of those names seem to be related (maybe the same person across multiple domains?). Some others seem generic but on a similar vein (mostly universities).

My question is: what’s the purpose of this "attack"? Clicking on those would trigger my email client to prepare an email for all those addresses. What does an attacker gain out of this?

Attempt to merge 2 small fresh projects leads to freeze of GSA SER

Hello Sven,
I have tried several times, to make all projects Inactive, GSA SER is Stopped, no Threads is recognized on the status bar. I have also reset the Submitted records, and projects just keeps Options and Verified (105 and 130) to make projects for merge smaller. No matter what, anytime I try it, GSA SER got frozen. At the moment of trying is running only GSA SEO Indexer,  CapMonster, GSA Proxy Scraper and DropBox application, that feeds GSA SER by fresh lists.
Beyond mentioned apps is yet ran. I have set in all GSA apps count of threads to 20, however neither like that it have no possitive impact.

Is there anything else I can do, not to make GSA SER freezing all the time? That leads me to kill it in Task Manager and start it again.

My HW config is following: Intel i3-7130U @2,70GHz, 12GB RAM DDR4, 1TB M2 NvMe, 500Gbps WAN
System resources are following: 12%CPU, 35%RAM, 0%HDD, 0%LAN. 
My OS is MS Windows 10 PRO 64-bit. The machine is completely dedicated just for purpose of link-building.
Thanks for Your answer.

Regards,
Michal

Hacking Attempt Requests Not showing Up on Webserver Logs But Google Analytics Shows it

Which hacking tool makes a request and does not show up on web-server logs?

/en/latest/ has been requested over 116, we don’t have this URL on the website at all!

The request to that URL does not show up on web-server logs but I setup google analytics to track ad-blockers by loading the script on a different URL that ad-blockers don’t know . But ever since i setup this google analytics it has trapped lots of hacking request on none existing URL?

How comes google analytics captures the request(The Hackers don’t actually know) and the request seems not reach the web-server because no logs are shown?

The thing is there is a deliberate request to none existing URL, that don’t show up on web-server logs, but my secrete google analytic scripts captures the URL