favicons | Favicons generator for Node.js | Runtime Evironment library
kandi X-RAY | favicons Summary
kandi X-RAY | favicons Summary
A Node.js module for generating favicons and their associated files. Originally built for Google's Web Starter Kit and Catalyst. Requires Node 4+. Installed through NPM with:.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of favicons
favicons Key Features
favicons Examples and Code Snippets
gulp
├── config.js
├── paths.js
└── tasks
├── base
│ ├── bower.js
│ ├── clean.js
│ ├── serve.js
│ └── watch.js
├── build
│ ├── css.js
│ ├── fonts.
// static.config.js
import ReactStaticFavicons from '@kuroku/react-static-favicons';
// keeping the instance global allows the favicons result to be cached
const reactStaticFavicons = new ReactStaticFavicons({
// string: directory where the image
import favicons from '@flexis/favicons/lib/stream';
import manifest from './src/manifest.json';
gulp.task('favicons', () =>
gulp.src('src/favicon.svg')
.pipe(favicons({
manifest,
headers: true
}))
Community Discussions
Trending Discussions on favicons
QUESTION
When I hit http://127.0.0.1:8000/welcome everything renders fine. But with http://127.0.0.1:8000/hh/welcome the page looks like it has no CSS references or anything at all.
Any idea why it is like this and how to solve it? Thanks a lot!
routes > web.php
...ANSWER
Answered 2022-Mar-28 at 15:24Because you are currently loading your CSS relative to your URL
Try the following:
QUESTION
For a long time you could get the favicon of every site from a public Google link, it had the format
https://www.google.com/s2/favicons?domain=stackoverflow.com
It was possible to download it with curl or wget.
Not the link redirects to
And it doesn't seem to be possible anymore to download it with a command.
When you try
...ANSWER
Answered 2022-Mar-21 at 09:16It was possible to download it with curl or wget.
I did run following wget
command
QUESTION
As I mentioned in Q-title, I am trying to read some file-paths, which I intend to delete later, from a list-file which contains these paths delimited by newline
as below[ChromeJunks.lst]:
ANSWER
Answered 2022-Mar-09 at 23:32When the file path is stored in %%a
, %LOCALAPPDATA%
is never expanded because regular variables are expanded before for
loop variables (see How does the Windows Command Interpreter (CMD.EXE) parse scripts? for more details). In order to expand %LOCALAPPDATA%
into something meaningful, we need to use call
to perform another round of expansion.
QUESTION
I want to append an with href to Google's favicon fetcher with the value from an input when the button is clicked.
The result I want to achieve is:
...ANSWER
Answered 2022-Feb-28 at 18:17Converting to string is what is causing an unexpected result. You don't need to convert .val()
to string since it returns a string value:
QUESTION
I want to write a user script for Todoist, but - even though the URL matches - the script is not running on the Todoist but on every other webpage.
Even the simplest example won't run.
...ANSWER
Answered 2022-Feb-24 at 11:05Switched to the Plugin Violentmonkey" and it worked. I still don't know what the issue is. But it is solved for me.
QUESTION
I am trying to upgrade my app to Rails 7 and decided to upgrade shakapacker (aka webpacker 6).
I like to have images in app/javascript/images organized into subdirectories but for some reason this whole structure gets flattened by skakapacker/webpack.
So <%= image_pack_tag "subdir/image.png" %>
raises an error but <%= image_pack_tag "image.png" %>
works.
My only clue so far is the doc for webpack-asset-manifest which says: will generate a JSON file that matches the original filename with the hashed version
- emphasis on the filename. This might be a change since webpack days?
Also the manifest.json looks different now with shakapacker. Webpcker used to be:
...ANSWER
Answered 2022-Feb-01 at 15:57In your packs/application.js you should have this
QUESTION
I have downloaded the source code https://github.com/jgthms/css-reference for https://cssreference.io/.
After I expand the zipped folder and open the index.html file with Chrome, the browser doesn't render the page correctly. The index.html looks like the following:
...ANSWER
Answered 2022-Jan-09 at 10:58Yes, it is possible that you can read this document offline (or in other words, run the project's website), but it requires some steps that I've described below. (Disclaimer: yarn
is used as package manager and macOS as OS, and it might be that you bump into different errors)
- Update node-sass
- Install Jekyll
- Setup Jekyll in project
- Serve project
The package.json
gives some clues about how it should be done, since one of the keywords is jekyll
. That means the project uses Jekyll, a static site generator, and we should install it to run the project on our local machine.
Before we do anything with jekyll
, we need to update the node-sass
library inside the package.json
file, since the project is quite old. Since my machine uses Node.js v14, we need to update node-sass
to 4.14
, according to its docs.
QUESTION
I'm using the technique described here (code, demo) for using video frames as WebGL textures, and the simple scene (just showing the image in 2D, rather than a 3D rotating cube) from here.
The goal is a Tampermonkey userscript (with WebGL shaders, i.e. video effects) for YouTube.
The canvas is filled grey due to gl.clearColor(0.5,0.5,0.5,1)
. But the next lines of code, which should draw the frame from the video, have no visible effect. What part might be wrong? There are no errors.
I tried to shorten the code before posting, but apparently even simple WebGL scenes require a lot of boilerplate code.
...ANSWER
Answered 2022-Jan-08 at 15:24Edit: As it has been pointed out, first two sections of this answer are completely wrong.
TLDR: This might not be feasible without a backend server first fetching the video data.
If you check the MDN tutorial you followed, the video object passed to texImage2D
is actually an MP4 video. However, in your script, the video object you have access to (document.getElementsByTagName("video")[0]
) is just a DOM object. You don't have the actual video data. And it is not easy to get access to that for YouTube. The YouTube player do not fetch the video data in one shot, rather the YouTube streaming server makes sure to stream chunks of the video. I am not absolutely sure on this, but I think it'll be very difficult to work around this if your goal is to have a real time video effects.
I found some discussion on this (link1, link2) which might help.
That being said, there are some issues in your code from WebGL perspective. Ideally the code you have should be showing a blue rectangle as that is the texture data you are creating, instead of the initial glClearColor
color. And after the video starts to play, it should switch to the video texture (which will show as black due to the issue I have explained above).
I think it is due to the way you had setup your position data and doing clip space calculation in the shader. That can be skipped to directly send normalized device coordinate position data. Here is the updated code, with some cleaning up to make it shorter, which behaves as expected:
QUESTION
After upgrading to Webpack 5, HMR has stopped working on our React project.
Current versions of modules are: @webpack-cli/serve@1.5.1, html-webpack-plugin@5.3.2, webpack@5.50.0, webpack-cli@4.7.2 webpack-dev-server@4.0.0-rc.0 (note, it was failing exactly the same way with earlier non-rc version of webpack-dev-server)
The browser console reports:
...ANSWER
Answered 2022-Jan-02 at 09:51The solution was:
Remove the CSS line from Webpack config:
QUESTION
I'd like to apply a shader to videos on YouTube.
My current attempt is to use Three.js for that, namely to turn this example of applying a shader to a video (code here) into a Tampermonkey userscript to run on youtube.com.
Are the following @require
statements correctly translated from the original import
statements? How do I solve the problems eslint: no-undef - 'THREE' is not defined
, eslint: no-undef - 'PerspectiveCamera' is not defined
(if I delete THREE.
, assuming that the contents of three.module.js
get imported directly), eslint: no-undef - 'RenderPass' is not defined
?
ANSWER
Answered 2021-Dec-31 at 18:02eslint: no-undef - 'THREE' is not defined
is not necessarily problematic.
Use normal JavaScript versions of the Three.js scripts instead of module versions:
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