Is there a way to set up GitHub copilot in Google Colab? - google-colaboratory

I am using free versions of both. I have searched GitHub documentation but I couldn't find any reference to google Colaboratory.

Well, I guess there is a way. But don't expect it to be easy.
Thing is, copilot is avaliable for VSCode.
And you can use VSCode with Colab:
https://colab.research.google.com/github/JayThibs/jacques-blog/blob/master/_notebooks/2021-09-27-connect-to-colab-from-local-vscode.ipynb#scrollTo=Lh1y3R5ta948
If you'll get to the bottom of this it would be interesting to read about your experience.

You can try https://codesquire.ai/. It uses the same OpenAI codex for code completion and it comes with a Chrome extension so that it's usable in Colab

Related

How to open Google Colab files in Neovim?

I am looking for a way to open Google Colab files in Neovim. I am basically trying to figure out a way to connect the two platforms since I have to work on Google Colab for some CUDA related assignment stuff and I just love Neovim, By doing this, I would also be able to use Neovim cheatsheets, Github Copilot and other productivity tools.
Any advice that would get me a step closer would be highly appreciated

Google Cloud Repositories does not show images in markdown file

It is almost 3 days that I am working on finding a solution to display the images in my Google cloud repository.
I did the same on bitbucket account and it works fine, but when I push everything into the google cloud repository the image does not show up in my README.md file.
I do not have any nested folder and all the files are placed into the root.
bellow you can find the syntax I used in my markdown file:
![google](google.png "Optional title")
![google](/google.png "Optional title")
![google](/master:google.png "Optional title")
None of them are working, I found another post on stack overflow that Google cloud repositories are a kind of bare repository. does it means there NO way to do that?
Could you please help me out with this?
I think this is not possible. Such a feature is not listed in the official documentation. Too bad are not a lot of people complaining about this. The only thing I could find was the following:
The only option is mirroring to Github or Bitbucket, but I think that is not what something you want. You could also just use Github instead of Cloud Repositories, which now integrates nicely with the google cloud platform, specifically Cloud Build.

requirejs support for remotely loaded dojo with ArcGIS/ESRI

I'm working on a project with ArcGIS/ESRI in WebStorm. According to the documentation, "Dojo is included with the ArcGIS JavaScript API so there is no need to host/reference/install it." This means WebStorm has no idea what require is:
How do I add support without installing Dojo/require?
Was just going to comment, but can't yet?! Anyway, I had to reengineer my web-site dev-ops to account for the ESRI javascript API. I am using 4.6 though...
The API, which includes dojo, may be installed, but it has to be configured into your site. Once you reference dojo/dojo.js, all will be good. But you need the config set-up first.
Start here:
https://blogs.esri.com/esri/arcgis/2015/11/13/using-bower-for-custom-builds-of-arcgis-api-for-javascript/
https://blogs.esri.com/esri/arcgis/2015/11/13/using-bower-for-custom-builds-of-arcgis-api-for-javascript/
There is a link to the API javascript resources. This will really help understand the process!
https://github.com/Esri/jsapi-resources
Also don't miss:
https://dojotoolkit.org/documentation/tutorials/1.10/modules_advanced/
https://dojotoolkit.org/documentation/tutorials/1.10/dojo_config/
http://dojotoolkit.org/documentation/tutorials/1.10/build/
I am just getting this stuff "almost" working. And actually had a build question to post and saw this. Hope it helps. I was using AMD and thought I had to go the requirejs route, but the dojo stuff worked out better for me. Check them both out and see what works for you! Good Luck!

Integrating Google Login in Unity3d iOS

I want to integrate google login in unity so that it can be ported to almost all Operating Systems. I tried stack and unity3d forum but could not find a suitable post. Downloaded a lot of code examples but of no use.
-> I read that there's a paid plugin 'Prime31' but i don't want to pay money for it.
-> I found some code from google in .NET that can be used to authenticate users but i was unable to add that zip file into unity. It could only be opened by MonoDevelop but then also could be added. https://code.google.com/p/google-gdata/downloads/list
Also Found another plugin from gitHub but was again unable to use that.Unity GPGPlugin
I just want to give options to the users that they can either login with facebook or google account and then play the game.
I am quite new to unity so any code/hint/logic would be appreciated.
Thanks.
https://github.com/playgameservices/play-games-plugin-for-unity
As far as I can tell, this is an official Google made plugin. I use it, and it's pretty easy. Its documentation is plenty thorough. It has been updated to the new all in one GMS jar. It works for both iOS and android. If you use it with their supplied admob plugin (which in Unity works a lot like the android sdk), you'll have to delete one file (both plugins define the same class, it doesn't seem to matter which version you keep).
edit: Unity will tell you which class has been duplicated.

TracStatsPlugin there is no code stats

Sorry for my language. I have problem with TracStatsPlugin. I added in trac.ini following lines:
[components]
tracstats.* = enabled
[stats]
root = /home/tracDirectory
Now I have stats for wiki and tickets but no for code. What can be wrong ? I add that I have configured svn repository and I can browse source using trac.
A salvation can be other stats plugin to trac, but I can't find nothing good in google.
What browser are you using? If you are using Internet Explorer, try using Firefox or Chrome and see if the problem persists. I am using the TracStats plugin and I see similar problems. The problems are only seen in Internet Explorer, though. After poking around with the debugger, it looks like there's an IE-specific bug in one of the Javascript libraries that the plugin uses.
Question was aced long time ago, but google show it in first places so I put what I found here.
Once there was ticket on TracStatsPlugin Github about issue: https://github.com/mrjbq7/tracstats/issues/25 so some workarounds can be found in it comments.