teleport | The easiest , most secure way to access infrastructure | Identity Management library

 by   gravitational Go Version: v13.1.1 License: Apache-2.0

kandi X-RAY | teleport Summary

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
    Quality
      Security
        License
          Reuse

            kandi-support Support

              teleport has a medium active ecosystem.
              It has 14571 star(s) with 1510 fork(s). There are 242 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2182 open issues and 5485 have been closed. On average issues are closed in 263 days. There are 220 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of teleport is v13.1.1

            kandi-Quality Quality

              teleport has 0 bugs and 0 code smells.

            kandi-Security Security

              OutlinedDot
              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.

            kandi-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.

            kandi-Reuse Reuse

              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.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of teleport
            Get all kandi verified functions for this library.

            teleport Key Features

            No Key Features are available at this moment for teleport.

            teleport Examples and Code Snippets

            No Code Snippets are available at this moment for teleport.

            Community Discussions

            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:

            ...

            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

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

            QUESTION

            How can I fix all my area2D functions in Godot to not run on startup?
            Asked 2022-Mar-10 at 23:40

            Ok, I've been using Godot for a while now, and haven't really had any issues. But, after I added an area2D to detect the player and teleport them as shown below that I run into issues. Every time I start the game, the console shows that both of the functions have already been run, even though the starting location is nowhere near the area2Ds. In addition, because they run in enter -> exit order, it spawns me at the exit of the tunnel, instead of the start of the map.

            ...

            ANSWER

            Answered 2022-Mar-10 at 23:40

            Are you, by chance, instancing the player character, adding it to the scene, and then setting its position (in that order)?

            That is a common reason for this problem. What happens is that it collides with the areas once you add it to the scene but before you set its position.

            To solve it set the global position before adding it to the scene.

            You could temporarily disable the behavior by any of these means:

            • Temporarily changing the layers and mask to avoid the collision (you can do it with set_collision_layer_bit and set_collision_mask_bit).
            • Temporarily disabling collision shapes (by setting disabled to true. However, use set_deferred to avoid disabling it while Godot is still doing physics computations)
            • Temporarily adding collision exceptions (by calling add_collision_exception_with and remove_collision_exception_with).
            • Having a flag that you can check in the function that takes the signal to decide if it should take effect or not.
            • Connecting the signals from code once, so they are not connected beforehand.

            Source https://stackoverflow.com/questions/71431857

            QUESTION

            Webpack/Vue vue__WEBPACK_IMPORTED_MODULE... is not defined
            Asked 2022-Mar-05 at 18:31

            I would like to make a web app which works with VueJS, the scripts files will be packed all in one with Webpack.

            I've installed Vue and Webpack with Npm. Here is the structure of my app folder :

            ...

            ANSWER

            Answered 2022-Mar-05 at 17:28

            As the error says, there is no 'default' export in 'vue' package. That is because the global Vue API initialization in Vue 3 has been changed from:

            Source https://stackoverflow.com/questions/71364223

            QUESTION

            Download values of list from json file with 2 objects
            Asked 2022-Feb-13 at 11:36

            I want to create simple game and i need to get values from json or change them. I have 3 classes.

            ...

            ANSWER

            Answered 2022-Feb-13 at 11:36

            You're very close. To deserialize update the following:

            1. Update/fix spelling/typo in Person class

            Source https://stackoverflow.com/questions/71100039

            QUESTION

            When my player sprite runs into a wall sprite from the side, it teleports the player to the top of the wall
            Asked 2022-Feb-09 at 15:55

            I am building a game, and I have a player class, but when it touches the left/right side of a block sprite, it teleports on top of the block. I am not sure how to fix this. No questions I have seen have helped me with this.

            I can detect collision by doing

            ...

            ANSWER

            Answered 2021-Dec-17 at 19:45

            You have to do the collision test for the x and y axis speperately.

            First run the collision test for the x-axis. If the player moves into a block, align the player with the block. If the player hits a block from the side, you have to stop (set self.vel.x = 0 and self.acc.x = 0).

            Source https://stackoverflow.com/questions/70395639

            QUESTION

            A-frame limit cameras y distance
            Asked 2022-Feb-09 at 13:37

            I have some code that restricts the camera movement in A-frame so when the camera moves 10 spaces away from the starting point, they are teleported back to the position 0, 1.6, 0. Currently, this works is the players x or y axis moves 10 spaces away from their starting point. How can I modify this so the player is only teleported back if only their y position moves 10 spaces from their starting point? Code:

            ...

            ANSWER

            Answered 2021-Oct-04 at 09:51

            If you want to check only the y axis, then it's as simple as checking the difference of two numbers:

            Source https://stackoverflow.com/questions/69421960

            QUESTION

            How do I generate a token with TTL 8h from the below golang function?
            Asked 2022-Jan-11 at 07:25

            I am new in programming and have no idea about using the the token generate client api function in the source code from my client side golang program. Looking for some advice. Thank you so much.

            Source code package: https://pkg.go.dev/github.com/gravitational/teleport/api/client#Client.UpsertToken

            Function Source Code:

            ...

            ANSWER

            Answered 2022-Jan-11 at 07:25

            It's seems your code have many mistake. And, It's very obvious you are getting syntax error. I am sure you would have got the line number in the console where actually these syntax error has occurred.

            Please understand the syntax of Golang and also how to call the functions and how many parameter should i pass to those functions.

            There are few mistakes i would like to point out after reviewing your code.

            Source https://stackoverflow.com/questions/70660618

            QUESTION

            How do I know when the fading coroutine is over when fading out or in?
            Asked 2022-Jan-10 at 07:54
            using System.Collections;
            using System.Collections.Generic;
            using UnityEngine;
            
            public class Fading : MonoBehaviour
            {
                [Header("Fading")]
                public List objectsToFade = new List();
                public float duration;
                public Coroutine fadeCoroutine;
                public bool automatic = false;
                public bool startFading = false;
                [Header("Random")]
                public bool randomObjects = false;
                public bool randomDuration = false;
                public bool faded = false;
            
                private bool fadeInOut = false;
                private bool coroutineIsRunning = false;
                private List objectsToFadeMaterials = new List();
                private bool randomOnce = false;
                private Material randomMaterial;
                private float originalDuration;
            
                private void Start()
                {
                    originalDuration = duration;
            
                    for (int i = 0; i < objectsToFade.Count; i++)
                    {
                        objectsToFadeMaterials.Add(objectsToFade[i].GetComponent().material);
                    }
                }
            
                private void Update()
                {
                    if (startFading)
                    {
                        if (automatic)
                        {
                            if (!coroutineIsRunning)
                            {
                                Fade();
                            }
                        }
                        else
                        {
                            if (Input.GetKeyDown(KeyCode.G))
                            {
                                Fade();
                            }
                        }
                    }
                }
            
                private void Fade()
                {
                    fadeInOut = !fadeInOut;
            
                    if (fadeCoroutine != null)
                        StopCoroutine(fadeCoroutine);
            
                    if(randomDuration)
                    {
                        duration = Random.Range(1, 20);
                    }
                    else
                    {
                        duration = originalDuration;
                    }
            
                    if (randomObjects && objectsToFade.Count > 1)
                    {
                        if (randomOnce == false)
                        {
                            randomMaterial = objectsToFadeMaterials[Random.Range(0, objectsToFadeMaterials.Count)];
                            randomOnce = true;
                        }
                        if (fadeInOut)
                        {
                            fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 0, duration));
                        }
                        else
                        {
                            fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 1, duration));
                        }
                    }
                    else
                    {
                        for (int i = 0; i < objectsToFadeMaterials.Count; i++)
                        {
                            if (fadeInOut)
                            {
                                fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));
                            }
                            else
                            {
                                fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 1, duration));
                            }
                        }
                    }
                }
            
                public IEnumerator FadeTo(Material material, float targetOpacity, float duration)
                {
                    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;
                        }
            
                        if(color.a == 0)
                        {
                            faded = true;
                        }
            
                        yield return null;
                    }
                }
            }
            
            ...

            ANSWER

            Answered 2022-Jan-09 at 22:53

            There are a lot of ways you could do this, but I personally in this case would create new coroutines FadeIn and FadeOut, instead of directly calling the following:

            fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));

            Then, at the end of your FadeOut coroutine you can take some additional step(s) to trigger a teleport or whatever else you need to trigger. It looks like you don't want your Fading to hold a reference to your Teleporting, which is smart, so you could choose to fire an event instead that your Teleporting component can subscribe to.

            Source https://stackoverflow.com/questions/70646090

            QUESTION

            Enemy AI Always Teleports to 0 on the Z Axis and Becomes Invisible
            Asked 2022-Jan-08 at 01:44

            I've been working on a 2D top-down space shooter game in Unity. I am currently coding the enemy AI, which will be able to follow the player, while also keeping its distance. I am running into a problem where the AI always teleports back to 0 on the Z-axis, which makes the Enemy invisible. Here is my whole enemy script so far.

            ...

            ANSWER

            Answered 2022-Jan-08 at 01:44

            it's been a while since I done unity and its mega late where I'am. But hopefully this helps you get on track.

            Source https://stackoverflow.com/questions/70627964

            QUESTION

            Collision in PyGame with sprite.spritecollide and collide_rect
            Asked 2022-Jan-04 at 15:44

            I'm practicing with Pygame trying to learn some basic usage of classes, objects etc.

            Right now I'm making a basic platformer with the help of http://programarcadegames.com/

            I have a sprite Player and sprites Platforms. The platforms can also be MovingPlatforms which are supposed to move the player on collision, however when the player gets moved into other platforms some weird teleports happen and I do not manage to see the issues right now.

            Basically the player is not being moved logically (to me at least) when pushed.

            Very thankful for any help! Code below of Player sprite and Platform sprites. They should contain any form of collision. Also full code if anyone wants to run it (just need any "background.jpg" image-file)

            Player Sprite:

            ...

            ANSWER

            Answered 2022-Jan-04 at 15:44

            The problem is related to MovingPlatform.update:

            Source https://stackoverflow.com/questions/70581025

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

            Vulnerabilities

            No vulnerabilities reported

            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.

            Support

            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:.
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries

            Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Reuse Pre-built Kits with teleport

            Consider Popular Identity Management Libraries

            vault

            by hashicorp

            k9s

            by derailed

            keepassxc

            by keepassxreboot

            keycloak

            by keycloak

            uuid

            by uuidjs

            Try Top Libraries by gravitational

            teleconsole

            by gravitationalGo

            workshop

            by gravitationalGo

            gravity

            by gravitationalGo

            wormhole

            by gravitationalGo

            satellite

            by gravitationalGo