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QUESTION
With regard to the Log4j JNDI remote code execution vulnerability that has been identified CVE-2021-44228 - (also see references) - I wondered if Log4j-v1.2 is also impacted, but the closest I got from source code review is the JMS-Appender.
The question is, while the posts on the Internet indicate that Log4j 1.2 is also vulnerable, I am not able to find the relevant source code for it.
Am I missing something that others have identified?
Log4j 1.2 appears to have a vulnerability in the socket-server class, but my understanding is that it needs to be enabled in the first place for it to be applicable and hence is not a passive threat unlike the JNDI-lookup vulnerability which the one identified appears to be.
Is my understanding - that Log4j v1.2 - is not vulnerable to the jndi-remote-code execution bug correct?
ReferencesThis blog post from Cloudflare also indicates the same point as from AKX....that it was introduced from Log4j 2!
Update #1 - A fork of the (now-retired) apache-log4j-1.2.x with patch fixes for few vulnerabilities identified in the older library is now available (from the original log4j author). The site is https://reload4j.qos.ch/. As of 21-Jan-2022 version 1.2.18.2 has been released. Vulnerabilities addressed to date include those pertaining to JMSAppender, SocketServer and Chainsaw vulnerabilities. Note that I am simply relaying this information. Have not verified the fixes from my end. Please refer the link for additional details.
...ANSWER
Answered 2022-Jan-01 at 18:43The JNDI feature was added into Log4j 2.0-beta9.
Log4j 1.x thus does not have the vulnerable code.
QUESTION
I cannot figure this one out. what should have been simple, became a real pain. The following code works. It just that I need to start it in the background and inside a function.
The code:
...ANSWER
Answered 2022-Jan-16 at 18:19You can run a variable with the call operator.
QUESTION
BACKGROUND: We asked each participant to identify multiple emotions and then collected data on each of those emotions, such that there is a column for the first emotion they identified, second, and so on, and then individual columns for each of the follow up questions for each of the emotions. In wide format, it looks something like this:
...ANSWER
Answered 2021-Nov-12 at 14:40How about this solution?
Needed to update the names of the columns that ended with "_" and some polishing of the number's column. I'm sure this could be accomplished in a single line.
QUESTION
I've been learning PowerShell and the best way to learn is by doing. Scenario:
...ANSWER
Answered 2021-Nov-07 at 19:38As commented, it may be of use for you to create an Environment variable for the file path:
QUESTION
My SceneKit shadow has chainsaw like rough/pixelated edges. I simply use the default value with simple setup:
...ANSWER
Answered 2021-Sep-18 at 23:27Try to increase shadowSampleCount:
QUESTION
I have been trying to avoid the use of for-loops in R in order to speed up calculations and simplify, relying on vector functions instead where possible. I've succeeded so far, until running into certain amortization calculations. I hit a brick wall and had to resort to a for-loop, see MWE code below. It works, ties out fine, but I'd like to replace it with vector or other more efficient functions. Can someone please help me replace the below with vector functions?
In the full code from which this MWE is extracted, it is reactive using Shiny. The periods and vector rates, actually all variables, change drastically depending on user inputs. The MWE example inputs variables are simplified.
In any case, the below is a very awkward, chainsaw approach and needs to be slimmed down. But I don't know how, having approached this from a complete XLS mindset where I have the most experience. If a for-loop is the only viable option for these sorts of calculations, I welcome any suggestions for improving the below MWE.
At the very bottom is code for a flawed attempt to "vectorize" but results are inaccurate when the vector variables change over periods. I show one of the problems with this vectorized approach in the image at the bottom where ending/beginning balances don't match when moving from one period to the next (the for-loop MWE code doesn't have those problems - it's functional but super clumsy).
For-loop MWE code:
...ANSWER
Answered 2021-Jul-15 at 18:03You could do:
QUESTION
Today i have this issue:
I wrote a Sign-in Sing-out web application with the Django framework.
When a user is logged in, he is redirected to the index page. There he can see "posts" by other users and has the option to like a "post". When the like button is clicked, the user gets logged out and the like view is not accessed at all. Can some one tell me why is that?
I will provide some code below. If it's not enough here is my projects github: https://github.com/palm-octo-chainsaw/the-end
main url.py
...ANSWER
Answered 2020-Nov-23 at 18:37The form's closing tag is missing in your navbar, which is causing that the logout form spans until it finds the next tag.
QUESTION
So basically what I am trying to achieve is.. I have an array with objects, in my case array of items in stock. And when I add item to cart array, it should check if an object with the same property (name) already exists. And if it exists, it should just sum the count of them. So that I don't have duplicates... But it sums the count.
...ANSWER
Answered 2020-Oct-29 at 18:41You can check if the objectToBeAdded is already there in the shoppingCart. And then update shoppingCart accordingly.
QUESTION
I want to upload a photo to Instagram, but send_keys() does nothing.
...ANSWER
Answered 2020-Oct-28 at 10:50Well, I just solved this yesterday in my own code. You have to import pyautogui
because the opened window is not part of the browser.
QUESTION
i have my player wich use character controller for moving, i placed a sprite in the scene and i'd like to do that when my player collides with the sprite, i disable the sprite, like if the player grabs the sprite (wich is the doom's 64 chainsaw). The sprite's collisions of course work well with everything, but not with the player, How can i get proper collision between them?
Thank you and excuse me for my english
...ANSWER
Answered 2020-Apr-15 at 16:52You could do it like this: 1-Attach "Pickable" script to the sprite. 2-Attach "Player" script to the character controller.
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