monkey | Infection Monkey - An open-source adversary emulation | Security Testing library

 by   guardicore Python Version: v2.2.0 License: GPL-3.0

kandi X-RAY | monkey Summary

kandi X-RAY | monkey Summary

monkey is a Python library typically used in Testing, Security Testing applications. monkey has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has high support. However monkey build file is not available. You can download it from GitHub.

Infection Monkey - An automated pentest tool
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            kandi-support Support

              monkey has a highly active ecosystem.
              It has 6193 star(s) with 739 fork(s). There are 243 watchers for this library.
              There were 1 major release(s) in the last 12 months.
              There are 189 open issues and 1114 have been closed. On average issues are closed in 297 days. There are no pull requests.
              It has a positive sentiment in the developer community.
              The latest version of monkey is v2.2.0

            kandi-Quality Quality

              monkey has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              monkey is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              monkey releases are available to install and integrate.
              monkey has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed monkey and discovered the below as its top functions. This is intended to give you an instant insight into monkey implemented functionality, and help decide if they suit your requirements.
            • Copy an agent binary file to a remote host
            • Execute an RPC call
            • Get the dce binding for a SMB
            • Construct a credential string from a list of credentials
            • Exploit the host
            • Publish a propagation event
            • Return a new UUID
            • Publish an exploit event
            • Generate report
            • Scan a list of addresses
            • Parse command line arguments
            • Run the server
            • Exploit an exploit
            • Run exploiters on a queue
            • Exploit a host
            • Process telemetry json response
            • Get report data
            • Get a node with the given node id
            • Exploit powershell on the remote host
            • Start the process
            • Returns a fingerprint for a given host
            • Register new telemetry
            • Run the simulation
            • Exploit a victim
            • Exploit an agent on the given host
            • Attempt to exploit the given host
            Get all kandi verified functions for this library.

            monkey Key Features

            No Key Features are available at this moment for monkey.

            monkey Examples and Code Snippets

            12. Find Closest Monkey!
            C#dot img1Lines of Code : 115dot img1License : Permissive (MIT)
            copy iconCopy
            async Task GetClosestAsync()
            {
            
            }
            
            async Task GetClosestAsync()
            {
                if (IsBusy || Monkeys.Count == 0)
                    return;
            
                try
                {
                    // Get cached location, else get real location.
                    var location = await Geolocation.GetLastKnownLocati  
            Stress monkey
            Godot img2Lines of Code : 44dot img2no licencesLicense : No License
            copy iconCopy
            apiVersion: chaos.atomix.io/v1alpha1
            kind: ChaosMonkey
            metadata:
              name: stress-cpu-monkey
            spec:
              rateSeconds: 300
              periodSeconds: 300
              stress:
                stressStrategy:
                  type: All
                cpu:
                  workers: 2
            
            apiVersion: chaos.atomix.io/v1alpha1
            kin  
            copy iconCopy
            # get available templates
            tmp <- templates()
            
            survey <- 
            createsurvey(tmp[[1]], title = "knitr Demonstration", 
                         collector_name = Sys.Date(), type = "email",
                         recipients = list(c("thosjleeper@gmail.com")),
                         e  
            Execute an op .
            pythondot img4Lines of Code : 7dot img4License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def execute_with_callbacks(op_name, num_outputs, inputs, attrs, ctx, name=None):
              """Monkey-patch to execute to enable execution callbacks."""
              tensors = quick_execute(op_name, num_outputs, inputs, attrs, ctx, name)
              for callback in ctx.op_callbac  

            Community Discussions

            QUESTION

            Monkeypatching a Python class
            Asked 2022-Feb-21 at 17:49

            I would like to understand how Python classes and objects work. In Perl it is pretty simple, each sub definied in a package can be called as static, class or object method (CLASS::func, CLASS->func or $obj->func). For the first glance, a Python class looks like a Perl class with a bless-ed HASH (The __dict__ attribute in Python class). But in Python I'm a little bit confused. So, to understand better, I have tried to monkey-patch an empty class, adding 3 attributes which behave exactly like a static, class and object method, but I could not get it.

            At first I have created the normal class to get the base result:

            ...

            ANSWER

            Answered 2022-Feb-20 at 20:33

            You can monkey-patch methods onto a class, but it’s done like this:

            Source https://stackoverflow.com/questions/71197957

            QUESTION

            elegant way to loop through columns in r
            Asked 2022-Feb-17 at 01:38

            Say I have a dataframe:

            ...

            ANSWER

            Answered 2022-Feb-16 at 23:51

            QUESTION

            How do I get mobile status for discord bot by directly modifying IDENTIFY packet?
            Asked 2022-Feb-09 at 15:05

            Apparently, discord bots can have mobile status as opposed to the desktop (online) status that one gets by default.

            After a bit of digging I found out that such a status is achieved by modifying the IDENTIFY packet in discord.gateway.DiscordWebSocket.identify modifying the value of $browser to Discord Android or Discord iOS should theoretically get us the mobile status.

            After modifying code snippets I found online which does this, I end up with this :

            ...

            ANSWER

            Answered 2022-Feb-07 at 23:03

            The following works by subclassing the relevant class, and duplicating code with the relevant changes. We also have to subclass the Client class, to overwrite the place where the gateway/websocket class is used. This results in a lot of duplicated code, however it does work, and requires neither dirty monkey-patching nor editing the library source code.

            However, it does come with many of the same problems as editing the library source code - mainly that as the library is updated, this code will become out of date (if you're using the archived and obsolete version of the library, you have bigger problems instead).

            Source https://stackoverflow.com/questions/70903401

            QUESTION

            pandas -- multiple rows per observation with repeated and non-repeated values
            Asked 2022-Jan-23 at 16:22

            I have data where each observation has a unique id and month, but multiple observations have the same id or month.

            Currently the data has more than one observation per row because the each observation gets an additional row for every continent the observation has. Instead of the continents being grouped together in a list or exploded into multiple columns, all the values for the observation are repeated over multiple rows except for the continent column, which will have a unique value for each row in an observation.

            ...

            ANSWER

            Answered 2022-Jan-23 at 16:22

            If I understand you correctly you want the result under continent to be a list and the results under species and colour to be strings:

            Source https://stackoverflow.com/questions/70818453

            QUESTION

            Is there a reason why Ruby's prepend behaves differently when used with modules versus classes?
            Asked 2022-Jan-21 at 07:05

            While monkey-patching a module from a Rails engine, we found that if you prepend a module B to another module A, the prepended module B won't be added to the ancestors of classes that have already included module A prior to the prepend. To illustrate:

            ...

            ANSWER

            Answered 2022-Jan-21 at 07:05

            https://bugs.ruby-lang.org/issues/9573 shows a similar behavior concerning classes and modules. The bug report was posted on 2014 and was only closed 2020. Based on that report, I've manually confirmed that

            • This behavior still appears in ruby 2.7.2p137 (2020-10-01 revision 5445e04352) [x86_64-linux], but
            • This behavior no longer appears in ruby 3.0.0p0 (2020-12-25 revision 95aff21468) [x86_64-linux]

            Source https://stackoverflow.com/questions/70709163

            QUESTION

            Phaser: How to fix the delay of the restart function, i am using window.setTimeout
            Asked 2022-Jan-11 at 18:37
            var config = {
              type: Phaser.AUTO,
              width: 1900,
              height: 1000,
              physics: {
                default: 'arcade',
                arcade: {
                  gravity: { y: 300 },
                  debug: false
                }
              },
              scene: {
                preload: preload,
                create: create,
                update: update
              }
            };
            var main = document.getElementById("startBtn")
            var gameOver
            score = 0;
            function start() {
              game = new Phaser.Game(config);
              main.innerHTML = ''
              score = 0;
            }
            
            function preload() {
              this.load.image('Background', 'assets/Background.jpg');
              this.load.image('ground', 'assets/platform.png');
              this.load.image('coin', 'assets/coin.png');
              this.load.image('redCoin', 'assets/redCoin.png');
              this.load.spritesheet('monkey',
                'assets/monkey.png',
                { frameWidth: 600, frameHeight: 720 }
              );
            }
            
            var platforms;
            var score = 0;
            var scoreText;
            
            function create() {
              this.add.image(500, 275, 'Background').setScale(3);
              this.w = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W)
              this.a = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)
              this.s = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S)
              this.d = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
              platforms = this.physics.add.staticGroup();
            
              platforms.create(200, 650, 'ground').setScale(0.15).refreshBody();
              platforms.create(600, 400, 'ground').setScale(0.15).refreshBody();
              platforms.create(1600, 650, 'ground').setScale(0.15).refreshBody();
              platforms.create(750, 100, 'ground').setScale(0.15).refreshBody();
              platforms.create(850, 750, 'ground').setScale(0.15).refreshBody();
              platforms.create(100, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(400, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(700, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1000, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1300, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1600, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1900, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1800, 800, 'ground').setScale(0.15).refreshBody();
              platforms.create(250, 250, 'ground').setScale(0.15).refreshBody();
              platforms.create(1000, 500, 'ground').setScale(0.15).refreshBody();
              platforms.create(1150, 220, 'ground').setScale(0.15).refreshBody();
            
              player = this.physics.add.sprite(100, 450, 'monkey').setScale(0.075);
              this.physics.add.collider(player, platforms);
              player.setBounce(0.2);
              player.setCollideWorldBounds(true);
            
              this.anims.create({
                key: 'left',
                frames: this.anims.generateFrameNumbers('monkey', { start: 0, end: 3 }),
                frameRate: 10,
                repeat: -1
              });
              this.anims.create({
                key: 'turn',
                frames: [{ key: 'monkey', frame: 4 }],
                frameRate: 20
              });
              this.anims.create({
                key: 'right',
                frames: this.anims.generateFrameNumbers('monkey', { start: 5, end: 8 }),
                frameRate: 10,
                repeat: -1
              });
              coins = this.physics.add.group({
                key: 'coin',
                repeat: 10,
                setXY: { x: 12, y: 0, stepX: 150 }
              });
              coins.children.iterate(function (child) {
                child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
                child.setScale(0.05)
              });
              this.physics.add.collider(coins, platforms);
              this.physics.add.overlap(player, coins, collectCoin, null, this);
              redCoins = this.physics.add.group();
              this.physics.add.collider(redCoins, platforms);
              this.physics.add.collider(player, redCoins, hitredCoin, null, this);
            
              scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '64px', fill: 'rgb(85, 1, 1)' });
            }
            
            function update() {
              cursors = this.input.keyboard.createCursorKeys();
            
              if (cursors.left.isDown) {
                player.setVelocityX(-160);
                player.anims.play('left', true);
              }
              else if (cursors.right.isDown) {
                player.setVelocityX(160);
                player.anims.play('right', true);
              }
              else {
                player.setVelocityX(0);
                player.anims.play('turn');
              }
            
              if (cursors.up.isDown && player.body.touching.down) {
                player.setVelocityY(-330);
              }
            }
            function collectCoin(player, coin) {
              coin.disableBody(true, true);
              score += 1;
              scoreText.setText('Score: ' + score);
              if (coins.countActive(true) === 0) {
                coins.children.iterate(function (child) {
            
                  child.enableBody(true, child.x, 0, true, true);
            
                });
            
                var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
            
                var redCoin = redCoins.create(x, 16, 'redCoin').setScale(0.05);
                redCoin.setBounce(1);
                redCoin.setCollideWorldBounds(true);
                redCoin.setVelocity(Phaser.Math.Between(-200, 200), 20);
            
              }
            }
            
            function hitredCoin(player, redCoin) {
              this.physics.pause();
              player.setTint(0xff0000);
              player.anims.play('turn');
              gameOver = true;
              window.setTimeout(restart, 3000);
            }
            function restart () {
              this.scene.stop();
              this.scene.start();
            }
            
            ...

            ANSWER

            Answered 2022-Jan-11 at 18:37

            The problem is that the this context is not set. you can do this simply with the bind function. Here is the link to the documentation (https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_objects/Function/bind)

            Just change the line to this:

            Source https://stackoverflow.com/questions/70490426

            QUESTION

            Creating A Bullet Sprite At Players Sprite Location In Phaser But The Sprite Wont Be Created / Added To The Game
            Asked 2022-Jan-04 at 20:45

            This is a game where the monkey moves around the platforms collecting coins. I want to have the monkey shoot a banana when the down arrow and left arrow are pressed.

            How would I create the bullet?

            I have the keypress for the shooting and it calls shootR or shootL depending on which arrow is pressed. What I need is to create the projectile and have it move to the right or left(not affected by gravity). Can I get some help creating this projectile as var proj = projs.create(x, y, 'proj'); is not working. I am good at coding with js and phaser is new to me so help would be greatly appreciated.

            ...

            ANSWER

            Answered 2022-Jan-04 at 20:45

            There are somethings to unpack here,

            Btw.: usually on stackoverflow you should only post the essential code: https://stackoverflow.com/help/minimal-reproducible-example this makes helping easy

            But back to your question:

            • First of all, the functions shootR and shootL don't work because, they are defined with parameters, but they are not passed. So the player parameter is overloading the global player variable (btw. the global player variable is never declared with var, let or const)

            function definitions:

            Source https://stackoverflow.com/questions/70583479

            QUESTION

            `dplyr::select` without reordering columns
            Asked 2021-Dec-27 at 14:16

            I am looking for an easy, concise way to use dplyr::select without rearranging columns.

            Consider this dataset:

            ...

            ANSWER

            Answered 2021-Dec-22 at 21:28

            We could use match with sort

            Source https://stackoverflow.com/questions/70454916

            QUESTION

            how to edit/update initialState in slice redux
            Asked 2021-Dec-05 at 19:19

            Hello I am working on a announcements app, and i need to update or edit one of announcements. I am stuck at this point and don't know how to solve it.

            ...

            ANSWER

            Answered 2021-Dec-03 at 20:20

            It would be easier and more efficient if your structure your data differently

            Source https://stackoverflow.com/questions/70156900

            QUESTION

            How to connect box plot medians with multicategory x axis in plotly python
            Asked 2021-Nov-14 at 03:48

            I'm trying to plot this but could not find any examples in stackoverflow or in plotly forum. I put the plotly js example here to reproduce the code better.But the real solution that I need in plotly python.

            Thanks in advance for proving a guide or solution to this problem.

            Some research but I have multi categorical x axis !!

            Shiny: How to add a median line on a box plot using Plotly?

            Plotly: How to add a median line on a box plot

            Here is the code I've used. Ofcourse modified little bit to represent the actual plot that I want to have. https://plotly.com/javascript/axes/

            ...

            ANSWER

            Answered 2021-Nov-14 at 03:48

            As @r-beginners commented, Plotly doesn't have the ability to extract boxplot statistics (such as the median or quartiles). Therefore, you will need to manually calculate the median of each box, and draw lines between the boxes as traces.

            Here is a solution in Plotly.js where we create arrays for each individual boxplot, find their medians using the median function written by @JBallin, and connect them using additional traces. I've restructured your data a bit, and used a loop to connect the boxes within each category. You can find the codepen here.

            Source https://stackoverflow.com/questions/69958925

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

            Vulnerabilities

            No vulnerabilities reported

            Install monkey

            Check out the Setup page in the Wiki or a quick getting started guide. The Infection Monkey supports a variety of platforms, documented in our documentation hub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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