asteroid | tool designed to help you manage your Wireguard server | VPN library
kandi X-RAY | asteroid Summary
kandi X-RAY | asteroid Summary
Asteroid is a tool designed to help you manage your Wireguard server.
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Top functions reviewed by kandi - BETA
- main is the main entrypoint
- RetrieveIPs retrieves all IP addresses associated with the server
- ReadConfigFile reads configuration file
- ConnectAndRetrieve connects to the SSH server and returns a connection to it
- RunCommand runs a command and returns the output .
- writeWGConfToFile writes the configuration to a file
- HandleFlags handles flags subcommands .
- CheckFlagValid checks if the given flag is valid
- connectToServer is used to connect to a SSH server
- SortedListPeer sorts a list of strings
asteroid Key Features
asteroid Examples and Code Snippets
Community Discussions
Trending Discussions on asteroid
QUESTION
I'm trying to test my API with Moq but I'm having trouble with the mocked service and the execution of the test.
Unit test code:
...ANSWER
Answered 2022-Apr-08 at 11:45You don't test the mock object. Your mock setup should be something like
QUESTION
I'm making a 2D scrolling shooter in Swift
with SpriteKit
. I've set up SKPhysicsBody
and using bitmasks for collisions. I keep getting intermittent errors, where the collisions will work fine and then stop working. The error I get is Fatal error: Unexpectedly found nil while unwrapping an Optional value. I don't understand why I get nil value sometimes, when it gets a value other times. I have a few different sprites in the game and after testing a lot to see if there is any difference in the collisions, I can't seem to find the problem. For example, a few play throughs and I shoot an asteroid with the laser and it will work fine. The next day the exact same thing crashes the game. Another example asteroid hits player head on and works fine, asteroid hits player from the side crashes game but next day could work fine. I don't know if the problem is with the way I've set the PhysicsBody for each sprite, as I've tried changing that and still had problems, or have I got the SKPhysicsContact
set up all wrong. Any help would be mostly appreciated, Thank you.
Striped down version of my code
...ANSWER
Answered 2022-Feb-22 at 13:43I think I fixed it. I'll post solution here incase anyone has same issue as me in the future. I had the players physicsBody like so
QUESTION
Problem is, if i try to use message.author.id, it will say
"Cannot find reference 'author' in 'message.py'
Basically what i want to do in the code bellow is: a command that only certain id's have access to and that they can use to give their role away to someone.
Thanks for any help!
...ANSWER
Answered 2022-Feb-04 at 21:47The problem is probably that you imported discord.Message
but you have to use message.author.id
when message
is a variable containing a discord.Message
instance, which you don't have in this case. But what you do have is ctx
, the context, from which you can access the author id by using ctx.author.id
.
QUESTION
I want to read a .csv file containing numbers with many digits by using the function readtable. Then I need to filter some rows and export the table to a .txt file. I manage to perform this task but the exported file contains numbers with less digits with respect to numbers stored into orginal .csv file.
How can I keep the same number of decimal digits as in the original file?
Here an example code: "NEOs_asteroids.csv" attached to this question:
...ANSWER
Answered 2022-Jan-29 at 23:54It is likely that you are running into a precision limitation of the floating point format used internally by MATLAB. MATLAB by default uses doubles to store pretty much all numbers. For an IEEE double you're only going to get about 15 decimal digits.
If you're not planning on performing computations on these numbers an option is to read them in as strings:
QUESTION
I read a table from a .csv file, it contains 9 columns (the first two contain strings and the others numbers in double precision) and many rows (28056 to be precise) using matlab function readtable
and I stored that table in a variable of type table
.
Now I would like to filter the data of all columns by imposing, for example, that the values in the column named "a" are between 0.9 and 1.1 and, at the same time, the values in the column named "e" are less than or equal to 0.3. Then I would like to obtain a new smaller table according to the above conditions containing filtered data of all columns . How can I do this?
I make an example to explain better. Let us assume that I have the first 10 rows: They are asteroids data, so let us assume that I want to filter them by imposing a <=2, so I would like to obtain a new table where I have all columns but only the rows that satisfy my condition, i.e. a table with rows 1, 5, 6, 8, 9, 10.
Here my code:
...ANSWER
Answered 2022-Jan-30 at 01:50You want
QUESTION
Recently I was doing some research on CSP, and I found some weird declarations of CSP from dominant websites.
For Facebook, after logging in, the CSP is like:
...ANSWER
Answered 2021-Nov-25 at 09:54QUESTION
I am making a simulator for simulating interactions between planets of the solar system and asteroids etc. Seeing a lot of the code I am writing is very similar to the code I already wrote for an earlier project where I simulated oil spills, I want to use generics to reuse my old code. I have several classes that form the simulator, and one class that inhabits the simulation (celestial objects in this case), which is given as a generic type parameter. The simulator needs to know how many frames it has to store for recursive formulas, which is determined by the generic parameter.
...ANSWER
Answered 2021-Nov-20 at 21:12It is not possible in current C# version but there is a preview feature which allows to do exactly that - static abstract members in interfaces (proposal and generic math preview feature actively using it):
QUESTION
I am making an game that is like asteroids and I want to place an asteroid around the player but not always in the same place and not to far or close.
this is my current code(planet is another asteroid with a rigid body sprite and collision shape):
...ANSWER
Answered 2021-Nov-14 at 21:54You could pick an angle at random:
QUESTION
from tkinter import *
from random import randint as rnd
class SpaceField:
def __init__(self, window = None):
self.window = window
self.window = Tk()
self.window.title("Asteriods")
# Define canvas size and active flag
self.wide, self.high, self.active = 700, 600, True
self.canvas_display()
self.asteriod_creation_seperation()
self.spaceship_creation()
self.spaceship_movement()
#self.bullet_creation()
# Start Up
def spaceship_creation(self):
self.shipcoords = [] #Dont forget to append
self.spaceship = self.canvas.create_polygon(340,300,360,
300, 350,280, outline ="white")
self.shipcoords.append(self.spaceship)
# Creation of the spaceship
def spaceship_movement(self):
self.spaceshipx, self.spaceshipy = 10, 10
self.canvas.move(self.spaceship, self.spaceshipx, self.spaceshipy)
# Movement of the Spaceship
def down(self, event):
print(event.keysym)
self.spacehipx = 0
self.spaceshipy = -10
# Event that triggers movement, from the down arrow. Right now it only prints the "down" which means it is sensing I am pressing it, but other than that doesn't move the space ship. Which is what I want.
def asteriod_creation_seperation(self):
self.asteroids, self.speed = [], []
size, radius = 50, 25
for i in range(25):
spacex = rnd(size, self.wide - size)
spacey = rnd(size, self.high - size)
self.asteroids.append( # Store oval item id
self.canvas.create_oval(
spacex, spacey, spacex+size, spacey+size,
width=2, tags = "asteriod", outline = "white"))
self.speed.append((rnd(1,4),rnd(1,4))) # Store random speed x, y
# Creation of the Asteroids
def asteriod_update(self): # MAIN DRIVER: Work on ALL asteroids
for i, a in enumerate(self.asteroids):
xx, yy = self.speed[i] # get speed data
x, y, w, h = self.canvas.coords(a)
# check for boundary hit then change direction and speed
if x < 0 or w > self.wide:
xx = -xx * rnd(1, 4)
if y < 0 or h > self.high:
yy = -yy * rnd(1, 4)
# Limit max and min speed then store it
self.speed[i] = (max( -4, min( xx, 4)), max( -4, min( yy, 4 )))
self.canvas.move(a, xx, yy) # update asteroid position
# Movement of the Asteroids
def move_active(self):
if self.active:
self.asteriod_update()
self.window.after(40, self.move_active)
# Updating the Asteroids Position
def canvas_display(self):
self.canvas = Canvas(
self.window, width = self.wide,
height = self.high, background = "black")
self.canvas.pack(expand = True, fill = "both")
# Displaying the Canvas
def run(self): # Begin asteroids here so that mainloop is executed
self.window.bind("", lambda e: SpaceF.down(e))
self.window.after(200, self.move_active)
self.window.mainloop()
# Binding Keys and running mainloop
if __name__ == "__main__":
SpaceF = SpaceField()
SpaceF.run()
...ANSWER
Answered 2021-Oct-29 at 00:17Here is a code snippet that demonstrates how to move your spacecraft around at different speeds.
I've given two ways of achieving it.
- Use conditional statements
- Use list indexing of alternatives
Also you need to make sure canvas has the focus.
QUESTION
I am trying to display an animation when a collision occurs between sprites. I have asteroids that I shoot and when I shoot them the asteroids disappear when the bullet collides or overlaps the asteroid. I would like to play an animation after the asteroid has been collided with. how can I go about this ?
see code bellow
...ANSWER
Answered 2021-Oct-08 at 07:35When the collision happens, you could create a new object which contains the information about the collision, and how long you want the collision to take place for, and then add that object to a new explosions = []
. Something like this:
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