Is it possible to upgrade font awesome 5 -> 6 without having to manually change every deprecated icon name? - font-awesome

Is it possible to upgrade font awesome 5 -> 6 without having to manually change every deprecated icon name?
I think you are able to do it on the pro version but in my case I am using the free version and my project has about 3000+ icons so it would be very time consuming.
So if there was a way to do this it'd be much appreciated to know how.
I did try to use VSCode find and replace across a project but this is still very time consuming.

Related

Custom chrome browser / installer?

I know that this question was asked multiple times before, but every answer I found was 1. Not existing anymore or 2. Not a real answer.
I just want to create a custom chrome 'version'. This version should have a custom icon, should run as 2. Chrome (like another app) and should have a custom name + design + a preinstalled extension. How can I do this? I have seen it before.
I do not want to clone 200gb of chromium!!!
Is there a solution offered from Google, or can I build a custom installer somehow?
Pls help. Kind regards.

PyCharm - Material Design Lite - Auto Suggest not working

I'm having some issues setting up a new Django project with PyCharm regarding autocompletion of HTML code. I am using Material Design Lite as a front-end framework, and have the files in a static folder in the project.
I've tried to mark the folder as a Resource,deleted the .idea folder, and
file | Invalidate Caches/Restart
as suggested here , this made PyCharm go through the indexing phase but it did nothing in the end.
This is really odd to me, since my prior project - running the same version of PyCharm and with seemingly the same settings, the auto suggestions works as inteded.
however in my new project I'm setting up, I just cant get it to auto suggest.
MDL also works despite this when running the server.
Anyone has any idea of what I can do to fix this? I'm thinking I have forgot to do something, but after a day of searching I'm still stuck.
And surprisingly, the day after, it just works without me having to do anything.
Maybe it was the restart of the PC that did it.

unable to run exe created in Qt 5.3 on different windows machine

I am facing issues to run .exe files created in Qt 5.3 on different windows system. I have included all the .dll files. The issue is that on the latest system with graphics card support the application runs without any issues but on older systems it just gives blanck screen.
I suspect that this has something to do with openGL support for the system.
Is there a way where I can make sure that the application runs without any glitches on all the systems?
Or is it possible to have an application created without oprnGL support needed ?
Hoping to hear some solution for this.
Thanks in advance.
EDIT:
Following is the error I get when I run the code
getProcAddress: Unable to resolve 'glBindFramebuffer'
getProcAddress: Unable to resolve 'glBindFramebufferOES'
getProcAddress: Unable to resolve 'glBindFramebufferARB'
and here is the screenshot of the way the screen looks
NOTE :
Please note that when I run the .exe on a new system with updated graphics, the screens looks perfect.
Did you include any OpenGL headers in your Qt Project?
Because if you did then there is obviously going to be a dependency on OpenGL for each system and if one of them cannot support this then you either need to decrease the minimum version of GL you are using or remove these headers altogether. It is also worth noting that no matter how hard you try - you will never get the same version of OpenGL to run across every piece of hardware without having to change something.
Did you add the QtOpenGL module?
From what is sounds like, you are not using OpenGL in your application. If this is true then you should remove this module from your .pro file and it should remove the dependency.
I hope this answers your question. If not, could you provide a little more detail because your question was slightly vague.

Why has my AIR iOs App Size Doubled?

I'm resubmitting an AIR app to the iOs store after a couple of years. It has mysteriously doubled in size. The android version comes in at just under 30 MB. The ios version is just under 60. I'm trying to figure out if this is something in my code which I should try to track down, or whether this is 'normal' behavior. Has anyone else seen this?
The only thing that I've been able to come up with is that with the advent of Retina, everything has doubled. And/or something to do with iOs7...
Thanks.
Well I did go through Properties - Build Packaging - Package contents and unchecked everything I could. That removed about 4 meg.
But I was building in debug mode. Once I exported a release build, the .ipa was the same size as the .apk generated from the same code. For some reason the debug .apk is nowhere near as bloated as the debug .ipa.
Hope this helps someone else...

GTK3 - any way to customize broadwayd?

I have a GTK3 client used to connect to server for management. It is not as simple as web-interface as user have to download client and install some libraries in order to run it.
So I remembered about broadway HTML5 backend. But there is no additional info about it since I last tried it a year++ ago.
I found out what can cause segfaults - for example, tray icons, some shadows is better to disable. Bit what about HTML title etc? Official docs says nothing at all, only how to run it.