monkey | Infection Monkey - An open-source adversary emulation | Security Testing library
kandi X-RAY | monkey Summary
kandi X-RAY | monkey Summary
Infection Monkey - An automated pentest tool
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Top functions reviewed by kandi - BETA
- 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
monkey Key Features
monkey Examples and Code Snippets
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
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
# 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
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
Trending Discussions on monkey
QUESTION
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 20:33You can monkey-patch methods onto a class, but it’s done like this:
QUESTION
Say I have a dataframe:
...ANSWER
Answered 2022-Feb-16 at 23:51You could do:
QUESTION
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 23:03The 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).
QUESTION
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 16:22If I understand you correctly you want the result under continent to be a list and the results under species and colour to be strings:
QUESTION
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 07:05https://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]
QUESTION
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 18:37The 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:
QUESTION
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 20:45There 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
andshootL
don't work because, they are defined with parameters, but they are not passed. So theplayer
parameter is overloading the globalplayer
variable (btw. the global player variable is never declared withvar
,let
orconst
)
function definitions:
QUESTION
I am looking for an easy, concise way to use dplyr::select
without rearranging columns.
Consider this dataset:
...ANSWER
Answered 2021-Dec-22 at 21:28We could use match
with sort
QUESTION
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 20:20It would be easier and more efficient if your structure your data differently
QUESTION
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 03:48As @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.
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