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teleport | Certificate authority and access plane | Identity Management library

 by   gravitational Go Version: v8.3.8 License: Apache-2.0

 by   gravitational Go Version: v8.3.8 License: Apache-2.0

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kandi X-RAY | teleport Summary

teleport is a Go library typically used in Security, Identity Management applications. teleport has no bugs, it has a Permissive License and it has medium support. However teleport has 3 vulnerabilities. You can download it from GitHub.
Teleport is the easiest, most secure way to access all your infrastructure. Teleport is an identity-aware, multi-protocol access proxy which understands SSH, HTTPS, RDP, Kubernetes API, MySQL, MongoDB and PostgreSQL wire protocols.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • teleport has a medium active ecosystem.
  • It has 11583 star(s) with 1130 fork(s). There are 227 watchers for this library.
  • There were 10 major release(s) in the last 6 months.
  • There are 1771 open issues and 2681 have been closed. On average issues are closed in 163 days. There are 168 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of teleport is v8.3.8
teleport Support
Best in #Identity Management
Average in #Identity Management
teleport Support
Best in #Identity Management
Average in #Identity Management

quality kandi Quality

  • teleport has 0 bugs and 0 code smells.
teleport Quality
Best in #Identity Management
Average in #Identity Management
teleport Quality
Best in #Identity Management
Average in #Identity Management

securitySecurity

  • teleport has 3 vulnerability issues reported (1 critical, 0 high, 2 medium, 0 low).
  • teleport code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
teleport Security
Best in #Identity Management
Average in #Identity Management
teleport Security
Best in #Identity Management
Average in #Identity Management

license License

  • teleport 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.
teleport License
Best in #Identity Management
Average in #Identity Management
teleport License
Best in #Identity Management
Average in #Identity Management

buildReuse

  • teleport releases are available to install and integrate.
  • Installation instructions, examples and code snippets are available.
  • It has 407045 lines of code, 19822 functions and 1122 files.
  • It has high code complexity. Code complexity directly impacts maintainability of the code.
teleport Reuse
Best in #Identity Management
Average in #Identity Management
teleport Reuse
Best in #Identity Management
Average in #Identity Management
Top functions reviewed by kandi - BETA

Coming Soon for all Libraries!

Currently covering the most popular Java, JavaScript and Python libraries. See a SAMPLE HERE.
kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.

teleport Key Features

SSH nodes - SSH works in browsers too!

Kubernetes clusters

PostgreSQL, MongoDB, CockroachDB and MySQL databases

Internal Web apps

Windows Hosts

Networked servers

Developer convenience of having instant secure access to everything they need across many environments and cloud providers.

Audit log with session recording/replay for multiple protocols

Easily manage trust between teams, organizations and data centers.

Role-based access control (RBAC) and flexible access workflows (one-time access requests)

No need to manage shared secrets such as SSH keys: Teleport uses certificate-based access with automatic certificate expiration time for all protocols.

Two-factor authentication (2FA) for everything.

Collaboratively troubleshoot issues through session sharing.

Single sign-on (SSO) for everything via Github Auth, OpenID Connect, or SAML with endpoints like Okta or Active Directory.

Infrastructure introspection: Use Teleport via the CLI or Web UI to view the status of every SSH node, database instance, Kubernetes cluster, or internal web app.

Installing and Running

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$ sudo teleport start

Deploy Teleport

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# This command will pull the Teleport container image for version 8
$ docker pull quay.io/gravitational/teleport:8

Dockerized Build

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$ make -C build.assets build-binaries

Local Build

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# get the source & build:
$ git clone https://github.com/gravitational/teleport.git
$ cd teleport
$ make full

# create the default data directory before starting:
$ sudo mkdir -p -m0700 /var/lib/teleport
$ sudo chown $USER /var/lib/teleport

Web UI

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$ git clone git@github.com:gravitational/webapps.git
$ cd webapps
$ make build-teleport

Managing dependencies

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go get github.com/new/dependency

Webscraping Data : Which Pokemon Can Learn Which Attacks?

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library(rvest)
library(dplyr)

urls <- c("https://pokemondb.net/pokedex/Bulbasaur/moves/1", "https://pokemondb.net/pokedex/Ivysaur/moves/1")

movedfs <- lapply(urls, function(url){
   
   #read page
   page <- read_html(url)

   #get the tables
   tables <- page %>% html_elements("table") %>% html_table()

   #process the 3 tables 
   moves<-lapply(tables[1:3], function(table){
      table$Move
   })

   foundmoves <- unique(trimws(unlist(moves)))
   #make dataframe with the list of moves
   tempdf <- data.frame(moves=t(foundmoves))
   #make column names and value row
   names(tempdf)<-foundmoves
   tempdf[1,] <- 1
   tempdf #return valye
})

#make final table
finaltable <- bind_rows(movedfs)

#replace the NA with 0
finaltable <- apply(finaltable, 2, function(x){
   ifelse(is.na(x), 0, 1)
})

Webpack/Vue vue__WEBPACK_IMPORTED_MODULE... is not defined

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import Vue from 'vue'
import { createApp } from 'vue'
const app = createApp({})
-----------------------
import Vue from 'vue'
import { createApp } from 'vue'
const app = createApp({})

Download values of list from json file with 2 objects

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public string Speciality { get; set; }
public class Root
{
    public List<Person> Person { get; set; }
    public List<Monster> Monster { get; set; }
}
var result = JsonSerializer.Deserialize<Root>(json);
var options = new JsonSerializerOptions { AllowTrailingCommas = true };
var result = JsonSerializer.Deserialize<Root>(json, options);
// iterate over Person/Monster collection
foreach (var person in result.Person)
    Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");

foreach (var monster in result.Monster)
    Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
// update name:
result.Person[0].Name = "Alan";
// serialize if you need to:
string json = JsonSerializer.Serialize(result);
-----------------------
public string Speciality { get; set; }
public class Root
{
    public List<Person> Person { get; set; }
    public List<Monster> Monster { get; set; }
}
var result = JsonSerializer.Deserialize<Root>(json);
var options = new JsonSerializerOptions { AllowTrailingCommas = true };
var result = JsonSerializer.Deserialize<Root>(json, options);
// iterate over Person/Monster collection
foreach (var person in result.Person)
    Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");

foreach (var monster in result.Monster)
    Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
// update name:
result.Person[0].Name = "Alan";
// serialize if you need to:
string json = JsonSerializer.Serialize(result);
-----------------------
public string Speciality { get; set; }
public class Root
{
    public List<Person> Person { get; set; }
    public List<Monster> Monster { get; set; }
}
var result = JsonSerializer.Deserialize<Root>(json);
var options = new JsonSerializerOptions { AllowTrailingCommas = true };
var result = JsonSerializer.Deserialize<Root>(json, options);
// iterate over Person/Monster collection
foreach (var person in result.Person)
    Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");

foreach (var monster in result.Monster)
    Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
// update name:
result.Person[0].Name = "Alan";
// serialize if you need to:
string json = JsonSerializer.Serialize(result);
-----------------------
public string Speciality { get; set; }
public class Root
{
    public List<Person> Person { get; set; }
    public List<Monster> Monster { get; set; }
}
var result = JsonSerializer.Deserialize<Root>(json);
var options = new JsonSerializerOptions { AllowTrailingCommas = true };
var result = JsonSerializer.Deserialize<Root>(json, options);
// iterate over Person/Monster collection
foreach (var person in result.Person)
    Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");

foreach (var monster in result.Monster)
    Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
// update name:
result.Person[0].Name = "Alan";
// serialize if you need to:
string json = JsonSerializer.Serialize(result);
-----------------------
public string Speciality { get; set; }
public class Root
{
    public List<Person> Person { get; set; }
    public List<Monster> Monster { get; set; }
}
var result = JsonSerializer.Deserialize<Root>(json);
var options = new JsonSerializerOptions { AllowTrailingCommas = true };
var result = JsonSerializer.Deserialize<Root>(json, options);
// iterate over Person/Monster collection
foreach (var person in result.Person)
    Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");

foreach (var monster in result.Monster)
    Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
// update name:
result.Person[0].Name = "Alan";
// serialize if you need to:
string json = JsonSerializer.Serialize(result);
-----------------------
public string Speciality { get; set; }
public class Root
{
    public List<Person> Person { get; set; }
    public List<Monster> Monster { get; set; }
}
var result = JsonSerializer.Deserialize<Root>(json);
var options = new JsonSerializerOptions { AllowTrailingCommas = true };
var result = JsonSerializer.Deserialize<Root>(json, options);
// iterate over Person/Monster collection
foreach (var person in result.Person)
    Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");

foreach (var monster in result.Monster)
    Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
// update name:
result.Person[0].Name = "Alan";
// serialize if you need to:
string json = JsonSerializer.Serialize(result);

When my player sprite runs into a wall sprite from the side, it teleports the player to the top of the wall

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hit_side = False
for entity in blocks:
    if self.rect.colliderect(entity.rect):

        # move left and hit the block on the right
        if self.vel.x < 0 and self.rect.right > entity.rect.right:
            self.rect.left = entity.rect.right
            hit_side = True

        # move right and hit the block on the left
        if self.vel.x > 0 and self.rect.left < entity.rect.left:
            self.rect.right = entity.rect.left
            hit_side = True

if hit_side:
    self.vel.x = 0
    self.acc.x = 0
for entity in blocks:
    if self.rect.colliderect(entity.rect):
        
        # player is falling
        if self.vel.y > 0:
            self.rect.bottom = entity.rect.top
class Player(pygame.sprite.Sprite):
  def __init__(self):
    super(Player, self).__init__()
    # [...]
    
  def move(self, pressed_keys):
    self.acc = vec(0,0.5)
    if pressed_keys[K_LEFT]:
      self.acc.x = -ACC
      
    if pressed_keys[K_RIGHT]:
      self.acc.x = ACC
    
    self.acc.x += self.vel.x * FRIC
    self.vel += self.acc
    self.pos.x += self.vel.x + 0.5 * self.acc.x
    self.rect.midbottom = self.pos

    hit_side = False
    for entity in blocks:
        if self.rect.colliderect(entity.rect):

            # move left and hit the block on the right
            if self.vel.x < 0 and self.rect.right > entity.rect.right:
                self.rect.left = entity.rect.right
                self.pos.x = self.rect.centerx
                hit_side = True

            # move right and hit the block on the left
            if self.vel.x > 0 and self.rect.left < entity.rect.left:
                self.rect.right = entity.rect.left
                self.pos.x = self.rect.centerx
                hit_side = True

    if hit_side:
        self.vel.x = 0
        self.acc.x = 0

  def update(self):

    self.pos.y += self.vel.y + 0.5 * self.acc.y
    self.rect.midbottom = self.pos

    for entity in blocks:
        if self.rect.colliderect(entity.rect):
            if self.vel.y > 0:
                self.rect.bottom = entity.rect.top
                self.pos.y = self.rect.bottom
                self.vel.y = 0

  # [...]
while running:
  # [...]

  player.move(pressed_keys)
  player.update()
  update()
-----------------------
hit_side = False
for entity in blocks:
    if self.rect.colliderect(entity.rect):

        # move left and hit the block on the right
        if self.vel.x < 0 and self.rect.right > entity.rect.right:
            self.rect.left = entity.rect.right
            hit_side = True

        # move right and hit the block on the left
        if self.vel.x > 0 and self.rect.left < entity.rect.left:
            self.rect.right = entity.rect.left
            hit_side = True

if hit_side:
    self.vel.x = 0
    self.acc.x = 0
for entity in blocks:
    if self.rect.colliderect(entity.rect):
        
        # player is falling
        if self.vel.y > 0:
            self.rect.bottom = entity.rect.top
class Player(pygame.sprite.Sprite):
  def __init__(self):
    super(Player, self).__init__()
    # [...]
    
  def move(self, pressed_keys):
    self.acc = vec(0,0.5)
    if pressed_keys[K_LEFT]:
      self.acc.x = -ACC
      
    if pressed_keys[K_RIGHT]:
      self.acc.x = ACC
    
    self.acc.x += self.vel.x * FRIC
    self.vel += self.acc
    self.pos.x += self.vel.x + 0.5 * self.acc.x
    self.rect.midbottom = self.pos

    hit_side = False
    for entity in blocks:
        if self.rect.colliderect(entity.rect):

            # move left and hit the block on the right
            if self.vel.x < 0 and self.rect.right > entity.rect.right:
                self.rect.left = entity.rect.right
                self.pos.x = self.rect.centerx
                hit_side = True

            # move right and hit the block on the left
            if self.vel.x > 0 and self.rect.left < entity.rect.left:
                self.rect.right = entity.rect.left
                self.pos.x = self.rect.centerx
                hit_side = True

    if hit_side:
        self.vel.x = 0
        self.acc.x = 0

  def update(self):

    self.pos.y += self.vel.y + 0.5 * self.acc.y
    self.rect.midbottom = self.pos

    for entity in blocks:
        if self.rect.colliderect(entity.rect):
            if self.vel.y > 0:
                self.rect.bottom = entity.rect.top
                self.pos.y = self.rect.bottom
                self.vel.y = 0

  # [...]
while running:
  # [...]

  player.move(pressed_keys)
  player.update()
  update()
-----------------------
hit_side = False
for entity in blocks:
    if self.rect.colliderect(entity.rect):

        # move left and hit the block on the right
        if self.vel.x < 0 and self.rect.right > entity.rect.right:
            self.rect.left = entity.rect.right
            hit_side = True

        # move right and hit the block on the left
        if self.vel.x > 0 and self.rect.left < entity.rect.left:
            self.rect.right = entity.rect.left
            hit_side = True

if hit_side:
    self.vel.x = 0
    self.acc.x = 0
for entity in blocks:
    if self.rect.colliderect(entity.rect):
        
        # player is falling
        if self.vel.y > 0:
            self.rect.bottom = entity.rect.top
class Player(pygame.sprite.Sprite):
  def __init__(self):
    super(Player, self).__init__()
    # [...]
    
  def move(self, pressed_keys):
    self.acc = vec(0,0.5)
    if pressed_keys[K_LEFT]:
      self.acc.x = -ACC
      
    if pressed_keys[K_RIGHT]:
      self.acc.x = ACC
    
    self.acc.x += self.vel.x * FRIC
    self.vel += self.acc
    self.pos.x += self.vel.x + 0.5 * self.acc.x
    self.rect.midbottom = self.pos

    hit_side = False
    for entity in blocks:
        if self.rect.colliderect(entity.rect):

            # move left and hit the block on the right
            if self.vel.x < 0 and self.rect.right > entity.rect.right:
                self.rect.left = entity.rect.right
                self.pos.x = self.rect.centerx
                hit_side = True

            # move right and hit the block on the left
            if self.vel.x > 0 and self.rect.left < entity.rect.left:
                self.rect.right = entity.rect.left
                self.pos.x = self.rect.centerx
                hit_side = True

    if hit_side:
        self.vel.x = 0
        self.acc.x = 0

  def update(self):

    self.pos.y += self.vel.y + 0.5 * self.acc.y
    self.rect.midbottom = self.pos

    for entity in blocks:
        if self.rect.colliderect(entity.rect):
            if self.vel.y > 0:
                self.rect.bottom = entity.rect.top
                self.pos.y = self.rect.bottom
                self.vel.y = 0

  # [...]
while running:
  # [...]

  player.move(pressed_keys)
  player.update()
  update()
-----------------------
hit_side = False
for entity in blocks:
    if self.rect.colliderect(entity.rect):

        # move left and hit the block on the right
        if self.vel.x < 0 and self.rect.right > entity.rect.right:
            self.rect.left = entity.rect.right
            hit_side = True

        # move right and hit the block on the left
        if self.vel.x > 0 and self.rect.left < entity.rect.left:
            self.rect.right = entity.rect.left
            hit_side = True

if hit_side:
    self.vel.x = 0
    self.acc.x = 0
for entity in blocks:
    if self.rect.colliderect(entity.rect):
        
        # player is falling
        if self.vel.y > 0:
            self.rect.bottom = entity.rect.top
class Player(pygame.sprite.Sprite):
  def __init__(self):
    super(Player, self).__init__()
    # [...]
    
  def move(self, pressed_keys):
    self.acc = vec(0,0.5)
    if pressed_keys[K_LEFT]:
      self.acc.x = -ACC
      
    if pressed_keys[K_RIGHT]:
      self.acc.x = ACC
    
    self.acc.x += self.vel.x * FRIC
    self.vel += self.acc
    self.pos.x += self.vel.x + 0.5 * self.acc.x
    self.rect.midbottom = self.pos

    hit_side = False
    for entity in blocks:
        if self.rect.colliderect(entity.rect):

            # move left and hit the block on the right
            if self.vel.x < 0 and self.rect.right > entity.rect.right:
                self.rect.left = entity.rect.right
                self.pos.x = self.rect.centerx
                hit_side = True

            # move right and hit the block on the left
            if self.vel.x > 0 and self.rect.left < entity.rect.left:
                self.rect.right = entity.rect.left
                self.pos.x = self.rect.centerx
                hit_side = True

    if hit_side:
        self.vel.x = 0
        self.acc.x = 0

  def update(self):

    self.pos.y += self.vel.y + 0.5 * self.acc.y
    self.rect.midbottom = self.pos

    for entity in blocks:
        if self.rect.colliderect(entity.rect):
            if self.vel.y > 0:
                self.rect.bottom = entity.rect.top
                self.pos.y = self.rect.bottom
                self.vel.y = 0

  # [...]
while running:
  # [...]

  player.move(pressed_keys)
  player.update()
  update()

A-frame limit cameras y distance

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// distance = |y_position - y_start|
const y = this.el.object3D.position.y;
const distance = Math.abs(0 - y);
if (distance > 10) {// do your stuff}
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
  AFRAME.registerComponent('limit-my-distance', {
    tick: function() {
      if (Math.abs(this.el.object3D.position.y) > 3) {
        this.el.object3D.position.y = 2;
      }
    }
  });
  AFRAME.registerComponent("fall", {
    tick: function() {
      this.el.object3D.position.y -= 0.15
    }
  })
</script>
<a-scene>
  <a-sphere position="0  2 -5" color="red" fall limit-my-distance></a-sphere>
  <a-plane color="green" position="0 0 -5" rotation="-90 0 0" width="20" height="20" material="wireframe: true"></a-plane>
  <a-camera></a-camera>
</a-scene>
-----------------------
// distance = |y_position - y_start|
const y = this.el.object3D.position.y;
const distance = Math.abs(0 - y);
if (distance > 10) {// do your stuff}
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
  AFRAME.registerComponent('limit-my-distance', {
    tick: function() {
      if (Math.abs(this.el.object3D.position.y) > 3) {
        this.el.object3D.position.y = 2;
      }
    }
  });
  AFRAME.registerComponent("fall", {
    tick: function() {
      this.el.object3D.position.y -= 0.15
    }
  })
</script>
<a-scene>
  <a-sphere position="0  2 -5" color="red" fall limit-my-distance></a-sphere>
  <a-plane color="green" position="0 0 -5" rotation="-90 0 0" width="20" height="20" material="wireframe: true"></a-plane>
  <a-camera></a-camera>
</a-scene>
-----------------------
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
    AFRAME.registerComponent('limit-my-distance', {
      init: function() {
          // nothing here
      },
      tick: function() {
        // limit Z
        if (this.el.object3D.position.z > 3.8) {
          this.el.object3D.position.z = 3.8;
        }
        if (this.el.object3D.position.z < -3.8) {
          this.el.object3D.position.z = -3.8;
        }

        // limit X
        if (this.el.object3D.position.x > 3.8) {
          this.el.object3D.position.x = 3.8;
        }
        if (this.el.object3D.position.x < -3.8) {
          this.el.object3D.position.x = -3.8;
        }

      }
    });
</script>
<a-scene>
<a-sphere position="0 2 -10"color="red"></a-sphere>
<a-plane color="green" position="0 0 -5" rotation="-90 0 0" width="20" height="20"></a-plane>
<a-camera limit-my-distance look-controls wasd-controls="acceleration:10" position="0 1.6 0"></a-camera>
<a-sky color="#fff"></a-sky>
</a-scene>

How do I generate a token with TTL 8h from the below golang function?

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//It shouldn't be like this
ctx, err, token, err2 := clt.UpsertToken(ctx, token)

//Instead it should be like this
 err := clt.UpsertToken(ctx, token)
//The return type of UpsertToken() method is error, you should use only one variable to receive this error.

How do I know when the fading coroutine is over when fading out or in?

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// If this returns IEnumerator Unity automatically runs it as Coroutine
private IEnumerator OnTriggerEnter(Collider other)
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCorouine (EnterRoutine(other));
}

private IEnumerator EnterRoutine ()
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, OnFadeOutFinished));
}

private void OnFadeOutFinished ()
{
    Debug.Log("Fade Out finished!", this);
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, () => {
        Debug.Log("Fade Out finished!");  
    }));
}
private IEnumerator FadeTo(Material material, float targetOpacity, float duration, Action callback)
{
    Color color = material.color;
    float startOpacity = color.a;

    float t = 0;

    coroutineIsRunning = true;

    while (t < duration)
    {
        t += Time.deltaTime;
        float blend = Mathf.Clamp01(t / duration);

        color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);

        material.color = color;

        if(t > duration)
        {
            coroutineIsRunning = false;
        }

        if(color.a == 1)
        {
            randomOnce = false;
        }

        yield return null;
    }

    callback?.Invoke();
}

public IEnumerator FadeIn(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 1, duration, callback));
}

public IEnumerator FadeOut(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 0, duration, callback));
}
-----------------------
// If this returns IEnumerator Unity automatically runs it as Coroutine
private IEnumerator OnTriggerEnter(Collider other)
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCorouine (EnterRoutine(other));
}

private IEnumerator EnterRoutine ()
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, OnFadeOutFinished));
}

private void OnFadeOutFinished ()
{
    Debug.Log("Fade Out finished!", this);
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, () => {
        Debug.Log("Fade Out finished!");  
    }));
}
private IEnumerator FadeTo(Material material, float targetOpacity, float duration, Action callback)
{
    Color color = material.color;
    float startOpacity = color.a;

    float t = 0;

    coroutineIsRunning = true;

    while (t < duration)
    {
        t += Time.deltaTime;
        float blend = Mathf.Clamp01(t / duration);

        color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);

        material.color = color;

        if(t > duration)
        {
            coroutineIsRunning = false;
        }

        if(color.a == 1)
        {
            randomOnce = false;
        }

        yield return null;
    }

    callback?.Invoke();
}

public IEnumerator FadeIn(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 1, duration, callback));
}

public IEnumerator FadeOut(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 0, duration, callback));
}
-----------------------
// If this returns IEnumerator Unity automatically runs it as Coroutine
private IEnumerator OnTriggerEnter(Collider other)
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCorouine (EnterRoutine(other));
}

private IEnumerator EnterRoutine ()
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, OnFadeOutFinished));
}

private void OnFadeOutFinished ()
{
    Debug.Log("Fade Out finished!", this);
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, () => {
        Debug.Log("Fade Out finished!");  
    }));
}
private IEnumerator FadeTo(Material material, float targetOpacity, float duration, Action callback)
{
    Color color = material.color;
    float startOpacity = color.a;

    float t = 0;

    coroutineIsRunning = true;

    while (t < duration)
    {
        t += Time.deltaTime;
        float blend = Mathf.Clamp01(t / duration);

        color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);

        material.color = color;

        if(t > duration)
        {
            coroutineIsRunning = false;
        }

        if(color.a == 1)
        {
            randomOnce = false;
        }

        yield return null;
    }

    callback?.Invoke();
}

public IEnumerator FadeIn(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 1, duration, callback));
}

public IEnumerator FadeOut(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 0, duration, callback));
}
-----------------------
// If this returns IEnumerator Unity automatically runs it as Coroutine
private IEnumerator OnTriggerEnter(Collider other)
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCorouine (EnterRoutine(other));
}

private IEnumerator EnterRoutine ()
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, OnFadeOutFinished));
}

private void OnFadeOutFinished ()
{
    Debug.Log("Fade Out finished!", this);
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, () => {
        Debug.Log("Fade Out finished!");  
    }));
}
private IEnumerator FadeTo(Material material, float targetOpacity, float duration, Action callback)
{
    Color color = material.color;
    float startOpacity = color.a;

    float t = 0;

    coroutineIsRunning = true;

    while (t < duration)
    {
        t += Time.deltaTime;
        float blend = Mathf.Clamp01(t / duration);

        color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);

        material.color = color;

        if(t > duration)
        {
            coroutineIsRunning = false;
        }

        if(color.a == 1)
        {
            randomOnce = false;
        }

        yield return null;
    }

    callback?.Invoke();
}

public IEnumerator FadeIn(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 1, duration, callback));
}

public IEnumerator FadeOut(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 0, duration, callback));
}
-----------------------
// If this returns IEnumerator Unity automatically runs it as Coroutine
private IEnumerator OnTriggerEnter(Collider other)
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCorouine (EnterRoutine(other));
}

private IEnumerator EnterRoutine ()
{
    yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));

    // Something after fading finished
    Debug.Log("Fade Out finished!");
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, OnFadeOutFinished));
}

private void OnFadeOutFinished ()
{
    Debug.Log("Fade Out finished!", this);
}
private void OnTriggerEnter(Collider other)
{
    StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, () => {
        Debug.Log("Fade Out finished!");  
    }));
}
private IEnumerator FadeTo(Material material, float targetOpacity, float duration, Action callback)
{
    Color color = material.color;
    float startOpacity = color.a;

    float t = 0;

    coroutineIsRunning = true;

    while (t < duration)
    {
        t += Time.deltaTime;
        float blend = Mathf.Clamp01(t / duration);

        color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);

        material.color = color;

        if(t > duration)
        {
            coroutineIsRunning = false;
        }

        if(color.a == 1)
        {
            randomOnce = false;
        }

        yield return null;
    }

    callback?.Invoke();
}

public IEnumerator FadeIn(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 1, duration, callback));
}

public IEnumerator FadeOut(Material material, float duration, Action callback = null)
{
    yield return FadeTo(material, 0, duration, callback));
}

Enemy AI Always Teleports to 0 on the Z Axis and Becomes Invisible

copy iconCopydownload iconDownload
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class Enemy : MonoBehaviour
 {
 
     public Transform Player;
     float MoveSpeed = 4;
     float MoveSpeed2 = MoveSpeed + 2;
     float MaxDist = 4;
     float MinDist = 2; 
 
     void Start()
     {
 
     }
 
     void Update()
     {
         transform.LookAt(Player);
 
         if (Vector2.Distance(transform.position, Player.position) > MinDist && Vector2.Distance(transform.position, Player.position) < MaxDist)
         { 
            //continue aproach
             transform.position += transform.forward * MoveSpeed * Time.deltaTime;
 
         } else if ( Vector2.Distance(transform.position, Player.position) >= MaxDist && Vector2.Distance(transform.position, Player.position) > MinDist )
             {
                 // get closer
                 transform.position += transform.forward * MoveSpeed2 * Time.deltaTime;
             } 
             else if(Vector2.Distance(transform.position, player.position) <= MinDist && Vector2.Distance(transform.position, Player.position) < MaxDist) { 
                 
                 // Retreat
                 transform.position += transform.backward * MoveSpeed2 * Time.deltaTime;
        }
     }
 }

Collision in PyGame with sprite.spritecollide and collide_rect

copy iconCopydownload iconDownload
class MovingPlatform(Platform):
  # [...]

  def update(self):
       self.rect.x += self.change_x
       hit = pygame.sprite.collide_rect(self, self.player)
       if hit:
           if self.change_x < 0:
               self.player.rect.right = self.rect.left
           elif self.change_x > 0:
               self.player.rect.left = self.rect.right

       # [...]
class MovingPlatform(Platform):
    # [...]

    def update(self):
        self.rect.x += self.change_x
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_x < 0 and self.player.rect.left < self.rect.left:
                self.player.rect.right = self.rect.left
            elif self.change_x > 0 and self.player.rect.right > self.rect.right:
                self.player.rect.left = self.rect.right

        # [...]
-----------------------
class MovingPlatform(Platform):
  # [...]

  def update(self):
       self.rect.x += self.change_x
       hit = pygame.sprite.collide_rect(self, self.player)
       if hit:
           if self.change_x < 0:
               self.player.rect.right = self.rect.left
           elif self.change_x > 0:
               self.player.rect.left = self.rect.right

       # [...]
class MovingPlatform(Platform):
    # [...]

    def update(self):
        self.rect.x += self.change_x
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_x < 0 and self.player.rect.left < self.rect.left:
                self.player.rect.right = self.rect.left
            elif self.change_x > 0 and self.player.rect.right > self.rect.right:
                self.player.rect.left = self.rect.right

        # [...]

How to instantiate a vue 3 application within Laravel without using a parent App.vue?

copy iconCopydownload iconDownload
import {createApp, defineComponent } from 'vue';
import router from './router/routes.js';
import MyComponent from '@/components/MyComponent.vue'

// Root vue component
const root = defineComponent({/* ... */})

//Create the app
const app = createApp(root)

//Configure the app
app.use(router)
   .use(require('vue-moment'))
   .use(VueToast)

//Attach global components to the app
app.component('my-component', MyComponent)

//Mount the app
app.mount('#app')

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QUESTION

Webscraping Data : Which Pokemon Can Learn Which Attacks?

Asked 2022-Apr-04 at 22:59

I am trying to create a table (150 rows, 165 columns) in which :

  • Each row is the name of a Pokemon (original Pokemon, 150)
  • Each column is the name of an "attack" that any of these Pokemon can learn (first generation)
  • Each element is either "1" or "0", indicating if that Pokemon can learn that "attack" (e.g. 1 = yes, 0 = no)

I was able to manually create this table in R:

Here are all the names:

 names
  [1] "Bulbasaur"  "Ivysaur"    "Venusaur"   "Charmander" "Charmeleon" "Charizard"  "Squirtle"   "Wartortle"  "Blastoise"  "Caterpie"   "Metapod"    "Butterfree" "Weedle"     "Kakuna"     "Beedrill"   "Pidgey"     "Pidgeotto" 
 [18] "Pidgeot"    "Rattata"    "Raticate"   "Spearow"    "Fearow"     "Ekans"      "Arbok"      "Pikachu"    "Raichu"     "Sandshrew"  "Sandslash"  "Nidoran"    "Nidorina"   "Nidoqueen"  "Nidorino"   "Nidoking"   "Clefairy"  
 [35] "Clefable"   "Vulpix"     "Ninetales"  "Jigglypuff" "Wigglytuff" "Zubat"      "Golbat"     "Oddish"     "Gloom"      "Vileplume"  "Paras"      "Parasect"   "Venonat"    "Venomoth"   "Diglett"    "Dugtrio"    "Meowth"    
 [52] "Persian"    "Psyduck"    "Golduck"    "Mankey"     "Primeape"   "Growlithe"  "Arcanine"   "Poliwag"    "Poliwhirl"  "Poliwrath"  "Abra"       "Kadabra"    "Alakazam"   "Machop"     "Machoke"    "Machamp"    "Bellsprout"
 [69] "Weepinbell" "Victreebel" "Tentacool"  "Tentacruel" "Geodude"    "Graveler"   "Golem"      "Ponyta"     "Rapidash"   "Slowpoke"   "Slowbro"    "Magnemite"  "Magneton"   "Farfetch’d" "Doduo"      "Dodrio"     "Seel"      
 [86] "Dewgong"    "Grimer"     "Muk"        "Shellder"   "Cloyster"   "Gastly"     "Haunter"    "Gengar"     "Onix"       "Drowzee"    "Hypno"      "Krabby"     "Kingler"    "Voltorb"    "Electrode"  "Exeggcute"  "Exeggutor" 
[103] "Cubone"     "Marowak"    "Hitmonlee"  "Hitmonchan" "Lickitung"  "Koffing"    "Weezing"    "Rhyhorn"    "Rhydon"     "Chansey"    "Tangela"    "Kangaskhan" "Horsea"     "Seadra"     "Goldeen"    "Seaking"    "Staryu"    
[120] "Starmie"    "Mr.Mime"    "Scyther"    "Jynx"       "Electabuzz" "Magmar"     "Pinsir"     "Tauros"     "Magikarp"   "Gyarados"   "Lapras"     "Ditto"      "Eevee"      "Vaporeon"   "Jolteon"    "Flareon"    "Porygon"   
[137] "Omanyte"    "Omastar"    "Kabuto"     "Kabutops"   "Aerodactyl" "Snorlax"    "Articuno"   "Zapdos"     "Moltres"    "Dratini"    "Dragonair"  "Dragonite"  "Mewtwo"     "Mew"    

Here are all the attacks:

 [1] "Absorb"          "Acid "           "Acid Armor "     "Agility "        "Amnesia "        "Aurora Beam "    "Barrage "        "Barrier "        "Bide "           "Bind "           "Bite "           "Blizzard "      
 [13] "Body Slam "      "Bone Club "      "Bonemerang "     "Bubble "         "Bubble Beam "    "Clamp "          "Comet Punch "    "Confuse Ray "    "Confusion "      "Constrict "      "Conversion "     "Counter "       
 [25] "Crabhammer "     "Cut "            "Defense Curl "   "Dig "            "Disable "        "Dizzy Punch "    "Double Kick "    "Double Slap "    "Double Team "    "Double-Edge "    "Dragon Rage "    "Dream Eater "   
 [37] "Drill Peck "     "Earthquake "     "Egg Bomb "       "Ember "          "Explosion "      "Fire Blast "     "Fire Punch "     "Fire Spin "      "Fissure "        "Flamethrower "   "Flash "          "Fly "           
 [49] "Focus Energy "   "Fury Attack "    "Fury Swipes "    "Glare "          "Growl "          "Growth "         "Guillotine "     "Gust "           "Harden "         "Haze "           "Headbutt "       "High Jump Kick "
 [61] "Horn Attack "    "Horn Drill "     "Hydro Pump "     "Hyper Beam "     "Hyper Fang "     "Hypnosis "       "Ice Beam "       "Ice Punch "      "Jump Kick "      "Karate Chop "    "Kinesis "        "Leech Life "    
 [73] "Leech Seed "     "Leer "           "Lick "           "Light Screen "   "Lovely Kiss "    "Low Kick "       "Meditate "       "Mega Drain "     "Mega Kick "      "Mega Punch "     "Metronome "      "Mimic "         
 [85] "Minimize "       "Mirror Move "    "Mist "           "Night Shade "    "Pay Day "        "Peck "           "Petal Dance "    "Pin Missile "    "Poison Gas "     "Poison Powder "  "Poison Sting "   "Pound "         
 [97] "Psybeam "        "Psychic "        "Psywave "        "Quick Attack "   "Rage "           "Razor Leaf "     "Razor Wind "     "Recover "        "Reflect "        "Rest "           "Roar "           "Rock Slide "    
[109] "Rock Throw "     "Rolling Kick "   "Sand Attack "    "Scratch "        "Screech "        "Seismic Toss "   "Self-Destruct "  "Sharpen "        "Sing "           "Skull Bash "     "Sky Attack "     "Slam "          
[121] "Slash "          "Sleep Powder "   "Sludge "         "Smog "           "Smokescreen "    "Soft-Boiled "    "Solar Beam "     "Sonic Boom "     "Spike Cannon "   "Splash "         "Spore "          "Stomp "         
[133] "Strength "       "String Shot "    "Struggle "       "Stun Spore "     "Submission "     "Substitute "     "Super Fang "     "Supersonic "     "Surf "           "Swift "          "Swords Dance "   "Tackle "        
[145] "Tail Whip "      "Take Down "      "Teleport "       "Thrash "         "Thunder "        "Thunder Punch "  "Thunder Shock "  "Thunder Wave "   "Thunderbolt "    "Toxic "          "Transform "      "Tri Attack "    
[157] "Twineedle "      "Vine Whip "      "Vise Grip "      "Water Gun "      "Waterfall "      "Whirlwind "      "Wing Attack "    "Withdraw "       "Wrap "         

Then I put them together into a table:

m <- data.frame(matrix(0, ncol = 165, nrow = 150))
rownames(m) <- names
colnames(m) <- moves

From a previous question (Webscraping Pokemon Data), I was able to figure out how to identify all 150 websites that contain information on which attack can be learned by which Pokemon:

template_1 = rep("https://pokemondb.net/pokedex/",150)
template_2 = rep("/moves/1",150)

pokemon_websites = data.frame(template_1, names, template_2)

pokemon_websites$full_website =  paste(pokemon_websites$template_1, pokemon_websites$names, pokemon_websites$template_2)

library(stringr)
 pokemon_websites$full_website = str_remove_all( pokemon_websites$full_website," ")

For example, here are the websites for the first 6 Pokemon:

head(pokemon_websites$full_website)

[1] "https://pokemondb.net/pokedex/Bulbasaur/moves/1"  "https://pokemondb.net/pokedex/Ivysaur/moves/1"    "https://pokemondb.net/pokedex/Venusaur/moves/1"   "https://pokemondb.net/pokedex/Charmander/moves/1"
[5] "https://pokemondb.net/pokedex/Charmeleon/moves/1" "https://pokemondb.net/pokedex/Charizard/moves/1"

For instance, the first Pokemon "Bulbasaur" can learn the following moves (https://pokemondb.net/pokedex/Bulbasaur/moves/1):

enter image description here

This means that the following columns of "m" for the first row should replaced with "1":

growl = 1
tackle = 1
`Leech Seed `  = 1
`Vine Whip ` = 1
`Poison Power ` = 1
`Razor Leaf `  = 1
`Growth `  = 1
`Sleep Power `  = 1
`Solar Beam `= 1
Cut = 1
`Swords Dance`= 1
Toxic = 1
`Body Slam ` = 1
`Take Down ` = 1
`Double-Edge ` = 1
Rage = 1
`Mega Drain ` = 1
`Solar Beam ` = 1
Mimic  = 1
`Double Team ` = 1
Reflect = 1
Bide = 1
Rest = 1
Substitute = 1

Is it possible to:

  • Webscrape the list of 150 websites to find out which Pokemon can learn which attacks?
  • When a Pokemon can learn that attack, replace the corresponding element to 1?

Thank you!

ANSWER

Answered 2022-Apr-04 at 22:59

Here is the a solution taking the list of url to webpages of interest, collecting the moves from each table and creating a dataframe with the "1s".
Then combining the individual tables into the final answer

library(rvest)
library(dplyr)

urls <- c("https://pokemondb.net/pokedex/Bulbasaur/moves/1", "https://pokemondb.net/pokedex/Ivysaur/moves/1")

movedfs <- lapply(urls, function(url){
   
   #read page
   page <- read_html(url)

   #get the tables
   tables <- page %>% html_elements("table") %>% html_table()

   #process the 3 tables 
   moves<-lapply(tables[1:3], function(table){
      table$Move
   })

   foundmoves <- unique(trimws(unlist(moves)))
   #make dataframe with the list of moves
   tempdf <- data.frame(moves=t(foundmoves))
   #make column names and value row
   names(tempdf)<-foundmoves
   tempdf[1,] <- 1
   tempdf #return valye
})

#make final table
finaltable <- bind_rows(movedfs)

#replace the NA with 0
finaltable <- apply(finaltable, 2, function(x){
   ifelse(is.na(x), 0, 1)
})

Source https://stackoverflow.com/questions/71731208

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

Vulnerabilities

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Install teleport

It is often easiest to build with Docker, which ensures that all required tooling is available for the build. To execute a dockerized build, ensure that docker is installed and running, and execute:.
To perform a build on your host, ensure you have installed Go. In order to include the Rust-powered features like Desktop Access and roletester, you'll also need cargo and rustc. The current versions of these tools can be found in build.assets/Makefile. If the build succeeds, the installer will place the binaries in the build directory.
The Go compiler is somewhat sensitive to the amount of memory: you will need at least 1GB of virtual memory to compile Teleport. A 512MB instance without swap will not work.
This will build the latest version of Teleport, regardless of whether it is stable. If you want to build the latest stable release, run git checkout to the corresponding tag (for example, run git checkout v8.0.0) before running make full.

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We offer a few different options for support. First of all, we try to provide clear and comprehensive documentation. The docs are also in Github, so feel free to create a PR or file an issue if you have ideas for improvements. If you still have questions after reviewing our docs, you can also:.

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