capsule | Multi-tenancy and policy-based framework for Kubernetes | Authorization library

 by   clastix Go Version: v0.3.2 License: Apache-2.0

kandi X-RAY | capsule Summary

kandi X-RAY | capsule Summary

capsule is a Go library typically used in Security, Authorization applications. capsule has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Capsule takes a different approach. In a single cluster, the Capsule Controller aggregates multiple namespaces in a lightweight abstraction called Tenant, basically a grouping of Kubernetes Namespaces. Within each tenant, users are free to create their namespaces and share all the assigned resources. On the other side, the Capsule Policy Engine keeps the different tenants isolated from each other. Network and Security Policies, Resource Quota, Limit Ranges, RBAC, and other policies defined at the tenant level are automatically inherited by all the namespaces in the tenant. Then users are free to operate their tenants in autonomy, without the intervention of the cluster administrator.
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            kandi-support Support

              capsule has a medium active ecosystem.
              It has 1175 star(s) with 116 fork(s). There are 22 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 28 open issues and 344 have been closed. On average issues are closed in 26 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of capsule is v0.3.2

            kandi-Quality Quality

              capsule has 0 bugs and 0 code smells.

            kandi-Security Security

              capsule has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              capsule code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              capsule is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              capsule releases are available to install and integrate.

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            capsule Key Features

            No Key Features are available at this moment for capsule.

            capsule Examples and Code Snippets

            Register a custom device .
            pythondot img1Lines of Code : 24dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def register_custom_device(device_capsule, device_name, device_info_capsule):
              """Calls TFE_RegisterCustomDevice to register a custom device with Python.
            
              Enables using C extensions specifying a custom device from Python. See the
              experimental ea  
            Convert tensor to dlpack .
            pythondot img2Lines of Code : 19dot img2License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def to_dlpack(tf_tensor):
              """Returns the dlpack capsule representing the tensor.
            
              This operation ensures the underlying data memory is ready when returns.
            
                ```python
                a = tf.tensor([1, 10])
                dlcapsule = tf.experimental.dlpack.to_dlpack(  
            Constructs a new Capsule class .
            javascriptdot img3Lines of Code : 1dot img3License : Permissive (MIT License)
            copy iconCopy
            function d(a){"number"==typeof arguments[0]&&"number"==typeof arguments[1]&&(a={length:arguments[0],radius:arguments[1]},console.warn("The Capsule constructor signature has changed. Please use the following format: new Capsule({ radiu  

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            How can i get the spring() animation right
            Asked 2022-Mar-19 at 18:43

            On button click i want my MapScreen to "slide" in from the bottom. So i used .annimation(spring()). This used to work, now i get the animation deprecation (needs an value). How can i solve this on the spring() animation.

            Is it possible to set a WithAnimation on the if showMapScreen toggle ?

            ...

            ANSWER

            Answered 2022-Mar-19 at 18:43

            Move it into container and put animation to container allowing to animate its content, like

            Source https://stackoverflow.com/questions/71540911

            QUESTION

            SwiftUI gestures in the toolbar area ignored
            Asked 2022-Mar-17 at 11:55

            I'd like to implement a custom slider SwiftUI component and put it on the toolbar area of a SwiftUI Mac app. However the gesture of the control gets ignored as the system's window moving gesture takes priority. This problem does not occur for the system UI controls, like Slider or Button.

            How to fix the code below so the slider works in the toolbar area as well, not just inside the window similar to the default SwiftUI components?

            ...

            ANSWER

            Answered 2022-Mar-17 at 11:55

            Looks like design limitation (or not implemented yet feature - Apple does not see such view as user interaction capable item).

            A possible workaround is to wrap you active element into button style. The button as a container interpreted as user-interaction-able area but all drawing and handling is in your code.

            Tested with Xcode 13.2 / macOS 12.2

            Note: no changes in your slider logic

            Source https://stackoverflow.com/questions/71465180

            QUESTION

            How to show data from a ObservableObject in Swiftui
            Asked 2022-Feb-26 at 23:19

            iam trying to make an small Social Media App with SwiftUI. I creat a ObservableObject class called user and an Sign up view where the var get there value. When iam tying to show the Data in my ProfilView a Error happens.

            Thread 1: Fatal error: No ObservableObject of type User found. A View.environmentObject(_:) for User may be missing as an ancestor of this view.

            Home is the Main View where i switch between the views with a bar when an Button is pressed a bool change in AppInformation.

            ...

            ANSWER

            Answered 2022-Feb-26 at 19:48

            User should be a struct and make it a published property on the appInfo object. We usually only have one environment object holding the model structs and we usually call it model rather than appInfo.

            Most of your existing bools in appInfo should be in an @State var bool in the View struct and related ones could be together in an @State var struct and you can use mutating funcs to manipulate the data.

            Source https://stackoverflow.com/questions/71277036

            QUESTION

            How to Define 1D and 2D Arrays Accurately
            Asked 2022-Feb-08 at 16:36

            I know what 1D (1 - Dimensional) and 2D (2 - Dimensional) arrays are, but I don't know how to describe them.

            e.g. A 2D array is data in a table - Needs more detail

            This link can help you if you do not know what 1D and 2D arrays are. I am not allowed to use the wording of these definitions, however. ...

            ANSWER

            Answered 2022-Feb-08 at 16:27

            It would be better to say that a one dimension array is an array which holds a single set of data such as strings, numbers or objects.

            A multi dimensional or a 2d array, an array contains another level of arrays inside.

            Source https://stackoverflow.com/questions/71037272

            QUESTION

            Python module 'datetime' has no attribute 'datetime_CAPI'
            Asked 2022-Jan-30 at 13:03

            I need to run numpy in an embedded system that has an ARM SoC, so I cross-compiled Python 3.8.10 and Numpy using arm-linux-gnueabihf-gcc. Then I copied both executables and libraries to the embedded system. But when I try to import numpy I get the following error:

            ...

            ANSWER

            Answered 2022-Jan-30 at 13:03

            I found the problem, it was a Python compilation issue. I used the following commands to compile Python and the problem was solved.

            Source https://stackoverflow.com/questions/70910450

            QUESTION

            Is there a way to set font tracking (i.e. spacing) inside a custom SwiftUI ButtonStyle?
            Asked 2022-Jan-14 at 22:10

            In SwiftUI you can set font tracking (spacing between letters) on a Text View using the tracking View modifier:

            ...

            ANSWER

            Answered 2022-Jan-14 at 22:10

            Yes, ButtonStyleConfiguration.Label is not matched to Text, but it is your style you can ignore standard label, and request own by interface contract, exactly which you need (Text in this case), like in below demo

            Source https://stackoverflow.com/questions/70715341

            QUESTION

            How to grab all the name keys once
            Asked 2021-Dec-31 at 08:36

            I wanted to grab all the name keys at one time but all the first dict key aren't the same meaning, e.g., '50','70' etc:

            ...

            ANSWER

            Answered 2021-Dec-31 at 08:29

            It sounds like you're looking for a list comprehension over the dictionary's values:

            Source https://stackoverflow.com/questions/70540373

            QUESTION

            Referencing Instantiated objects after their creation in Unity
            Asked 2021-Dec-20 at 08:53

            Hi!

            After the discussion with Ruzihm in the comments. I've now created a simple version of my game to better ask the question I'm having.

            The question now is, since I'm not able to manually create a connection to the testObject field in the inspector. How do I now tell Unity to use my instantiated objects while the game is running?

            And is this a good solution for a RTS game that may have 100s of Units active at a time? The end goal here is to apply this force to a radius around the cursor. Which I was thinking of using Physics.OverlapSphere

            Here's the minimal scenario of what I have:

            1. New Unity scene
            2. Attached the InputManager to the main camera.
            3. Created a capsule and a plane.
            4. Added ApplyForce to the Capsule
            5. Created a prefab from the capsule and deleted it from the scene.
            6. In the InputManager I added the ability to press space to Instantiate a capsule with the ApplyForce script attached..
            7. Drag the capsule prefab to the InputManager "objectToGenerate"
            ...

            ANSWER

            Answered 2021-Dec-20 at 08:53

            Well, you are creating your new instances of your object, but your input manager immediately forgets about them (note that you do nothing with the return value). The InputManager only knows about the ApplyForce that was created in its Start (and then interacts with it depending on mouse input) and your ApplyForce script knows nothing about any InputManager. So, it should come as no surprise that only the first instance reacts to the mouse input.

            So, something has to be done to your InputManager and/or your ApplyForce. Your InputManager could remember the instances it creates (which isn't enough, because what if for example, a map trigger creates new player controllable units) or it could go looking for units each time.

            Your ApplyForce could register with the InputManager when they are created, but then you would need to loop through the units and find out which ones are under the mouse, anyway.

            Since you only want to select ones based on what is near or under your cursor and only when input occurs and not like every frame, I would go with the simplest approach, just letting your InputManager find the units when it needs them. Something like below, explanation in comments:

            Source https://stackoverflow.com/questions/70387979

            QUESTION

            SwiftUI - Capsule fill till StrokeBorder
            Asked 2021-Dec-06 at 03:09

            I'm trying to fill the capsuled strokeBorder but unfortunately it's filling the rectangle. See picture below:

            Any ideas how I can make it fill till the strokeborder only? I'm wanting to use the field as search box which is why I want to use the textfield in it.

            Here's my code:

            ...

            ANSWER

            Answered 2021-Dec-06 at 03:09

            I think this is what you are after.

            Source https://stackoverflow.com/questions/70238007

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install capsule

            You can download it from GitHub.

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            gh repo clone clastix/capsule

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