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  • DVD (vob file) to online video viewer?

    - by Nick
    I've been sent a DVD which needs to be put onto a website, but I honestly don't even know where to start. Do I simply convert the file using some software to MP4(?!) and then use something like http://videojs.com/ to view it online? I'm really sorry for the vague question, but I want to produce the best quality results, with good compression, good quality and a nice video player interface. Would really appreciate any recommendations. Thank you!

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  • Firefox trying to download local .swf files

    - by Levans
    I'm quite annoyed with my firefox and Flash files : When I try opening a .swf file with it: If the file is on the web (via http://...), it plays normally in browser If the file is local (via file:///...), firefox only show me a dialog to download it It tried opening a web swf file, downloading it then opening it locally, it's the same. So I guess it's a firefox problem. I'm on Gentoo Linux, and it started today, without any apparent reason.

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  • Can a windows virus downloaded in linux be transferred to windows?

    - by user219048
    I know that linux is mostly safe from viruses, however: if you do download a windows virus (i.e., through a drive-by download), will it just sit there on your computer, and take up space? Is it unable to infect files because of the different operating system? If you transfer files between computers (by using a usb flash drive or through online file sharing), is there any risk that the virus could be transferred to windows and activate?

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  • What (linux) directories are written to most/constantly?

    - by CH2048
    When I read articles on running Linux from a flash drive, many recommend that directories that see many or constant writes be mounted in ram (e.g. as tmpfs). My question is - Which directories will these typically be, and is there any way to monitor disk activity that would show which directories see many writes?

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  • Adobe lance un outil expérimental de conversion de Flash vers l'HTML5, « Wallaby » est disponible gratuitement pour Windows et Mac

    Adobe lance « Wallaby », un outil expérimental de conversion de Flash vers l'HTML5 Pour Windows et Mac OS Adobe vient de sortir une préversion de « Wallaby », un outil expérimental de conversion des fichiers sources Flash (.FLA) en des ensembles de fichiers HTML5, SVG, CSS, images et JavaScript pouvant fonctionner sans la présence du lecteur Adobe Player. Comme cas d'utilisation, on pense tout de suite à l'iOS d'Apple où Flash est toujours le grand absent malgré les tentatives réitérées d'Adobe, chaque fois

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  • Windows 7 64-bit installation from alternative media (no DVD/USB Flash drive)

    - by Niels Willems
    Greetings I currently have Windows 7 x86 installed on my computer. I want to install Windows 7 x64 on a different partition on my computer. However there is a little issue, I cannot run the x64 install from Windows 7 x86 which I currently have. I was planning to Install Windows 7 x64 on another partition to then boot up from that partition to install it on the partition I actually want my OS on. Once that is complete I could just format the partition from the Windows 7 x64 that I didn't need anymore. But the installer will not run from the x86 version of Windows 7 even though I do not want to upgrade that Windows directly. The reason I'm doing this in such a weird way is that my optical drive is broken and I'm really not into buying a new one since I would use it like once every year or so. I also don't have a USB Flash Drive which is big enough to hold the installation files. As far as I'm aware I cannot use an external hard drive such as this one, which I do have. Are there any alternatives in which I can install Windows 7 x64 or am I forced into buying a USB Flash Drive or new optical drive? Thank you in advance for your replies. Edit: This picture shows my current partitions on my laptop. I want to get Windows 7 x64 on the C partition but have to install it first on the F partition to then boot up the F partition windows to format C and install x64 on that one. My external drive is J. Edit 2: No alternative computer which has a DVD drive, install files are located on an iso from MA3D. To install my 32 bit version I mounted the ISO in Daemon Tools to replace my Windows Vista but since I cannot run 64 bit into my 32 bit OS this doesn't work.

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  • Flash Backed Write Cache (FBWC) without capacitor pack

    - by Martyn
    I brought a HP Smart Array P410 controller and it is installed and working fine in a HP Prolient Microserver with 4 drives in two RAID 1 arrays. I didn’t realise however that it came without any cache so would only work by directly writing straight to the disk, and the performance was horrible. So I then brought the 512MB Flash Backed Write Cache (FBWC) memory module as I was under the impression that with FBWC I would not need a battery. I got this idea from a forum post. "What do you guys think of the choice between 'BBWC' (battery backed write cache) and 'FBWC' (flash backed write cache)? The flashed based ones use non-volitile memory so need no battery." After installing the cache module however the server pretty much won’t boot. The P410 has a flashing amber light on it, and from the manual that doesn’t sound good. I’ve managed to get to the on board BIOS once and even managed to get to boot to the HP Array Configuration Utility (ACU) CD once, but every other time the Server continuingly reboots once it get to the POST screen and reads ARRAY INITILIZING %%%. The one time I reached the ACU, it reported a problem with the Cache Module. To me, it seems like the cache module is faulty, however the supplier tells me “Do you have an FBWC battery pack, p/n 587324-001, because that is required for the cache to work. If you have it, please complete an RMA form and we'll send a replacement / credit.” Does this sound right to you? I’ve been ordering the parts from the US and I don’t want to spend $77 + $40 p&p on a battery, wait a week for the shipping to find the card is faulty, and I don’t want to send back a working card?

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  • Shumway : une solution en JavaScript pour lire le Flash, le projet open-source soutenu par Mozilla s'appuie entièrement sur les technos Web

    Shumway : une solution open-source pour lire le Flash Et ses fichiers SWF, le projet est soutenu par Mozilla et s'appuie sur les technologies Web Du Flash, mais sans Flash. Voici ce que s'apprête à proposer la Fondation Mozilla avec son projet Shumway. Shumway est une manière ingénieuse de prendre en charge le rendu des fichiers SWF sans avoir à passer par Flash Player. Concrètement, il remplace le player par une machine virtuelle entièrement en JavaScript et utilise les technologies web (HTML5) pour jouer le fichier. Résultat, plus besoin d'installer de plug-in dans le navigateur. Ou de dépendre d'Adobe pour les éditeurs de navigateurs. Ce jeune projet s'ap...

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  • Computer freezing while watching Flash videos from net

    - by t3st
    I have a Windows 7 home basic, while watching videos from net (within 5 minutes) computer starts to freeze and shows 100 percent CPU usage. I first thought it's a browser issue but watching videos from different browsers also has the same issue. My system runs the latest Firefox browser and all my plugins (including Flash) is up-to-date. After this when I shutdown/restart the computer it will go to the login window with out any problem. From there when I tried to log in to any account, the system starts to freeze and again I have to start and run Windows in safe mode (which doesn't show any problem). I read it in an article to do these steps CMD->sfc/scannow chkdsk after that only my system works normally, even now I can't watch any videos on the net otherwise it starts freezing( I can watch downloaded videos in computer without a problem) and have to do the whole process once more (which takes a lot of time). while running sfc/scannow its showed results that some of the files are corrupted and it could not be repaired. Can this be the cause for freezing of my computer while running Flash videos? or is it a hardware related problem? What different steps do I have to take to correct those corrupt files? System restore works only some times.

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  • Le mouvement contestataire "Occupy Flash" déjà contré par Occupy HTML, les passions se déchaînent pour la domination du Web

    Le mouvement contestataire "Occupy Flash" déjà contré par Occupy HTML Les passions se déchaînent pour la domination du Web En ces temps de révolte où Internet joue un rôle prépondérant dans les mouvements contestataires, il n'est pas étonnant que « des geeks indignés » préfèrent occuper des technologies qui ne sont pas de leur goût. Gonflés à bloc par l'annonce d'arrêt de Flash sur mobile, les initiateurs et partisans du mouvement « Occupy Flash » (clin d'oeil facile à Occupy Wall Street) veulent « ...

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  • Google incruste son outil de conversion vers le HTML5 dans Flash Professionnel, Swiffy y est disponible en tant que plug-in

    Google incruste son outil de conversion vers le HTML5 dans Flash Professionnel Swiffy y est disponible en tant que plug-in Mise à jour du 17 novembre 2011 par Idelways Google avait sorti Swiffy en juin dernier (lire ci-devant), un outil de conversion Flash/HTML5 qu'il propose aujourd'hui en tant que plug-in pour Flash Professionnel, l'environnement phare de création d'animations multimédia d'Adobe. Cette extension disponible pour Windows et Mac OS incruste la commande d'exportation vers le HTML5 dans les menus du navigateur. Elle est aussi disponible via raccourci clavier pour une meilleure intégration au flux de travail...

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  • Adobe annonce une dernière version de Flash pour Android 4.0, et pour le kit de portage de la technologie vers Linux

    Adobe annonce une dernière version de Flash pour Android 4.0 Et son kit de portage pour Linux Mise à jour du 22 novembre 2011 Flash Player s'en va des appareils mobiles (lire ci-devant), mais pas avant un dernier baroud d'honneur sur Android Ice Cream Sandwich. Adobe affirme dans une déclaration à la presse son intention de « sortir encore une version de plus de Flash Player pour la navigation mobile, qui offrira le support d'Android 4.0, ainsi qu'un autre release de Flash Linux Porting Kit ». Les deux composants devront arriver d'ici la fin de l'année. Par la suite, Adobe n'assurera que les mises à...

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  • Chrome 10 bogue lorsqu'il s'agit de lire les sites en Flash, êtes-vous touchés par ce problème ?

    Chrome 10 bogue lorsqu'il s'agit de lire les sites en Flash, êtes-vous touchés par ce problème ? Mise à jour du 16.03.2011 par Katleen La semaine dernière, Google a mis son navigateur à jour. Mais la version 10 de Chrome semble être touchée par un bogue. Plusieurs internautes se plaignent en effet de problèmes lors de la consultation de sites en Flash, surtout lors d'affichages simultanés de pages de ce type. A ce moment là, le plugin crasherait en affichant le message suivant : "The following plugin has crashed: Shockwave Flash". Malgré tout, le navigateur continue de fonctionner normalement (sauf pour les pages Flash). Une survenue regrettable alors que Microsoft vient de s...

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  • Samsung crée F2FS, un nouveau système de fichiers open source pour mémoire Flash qui sera intégré au noyau Linux

    Samsung crée F2FS son nouveau système de fichiers open source pour mémoire flash qui sera intégré au noyau Linux Samsung a mis au point un nouveau système de fichiers destiné aux supports de stockage flash. Les systèmes de fichiers anciens qui sont actuellement utilisés pour le stockage sur les mémoires flash NAND très répandues sur les terminaux mobiles présentent des limites assez importantes. Certains constructeurs de smartphones comme RIM ou encore Sharp ont été obligés de se tourner vers le système de fichiers propriétaire Extended File Allocation Table (exFAT) de Microsoft contre payement de redevances.

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  • Single player 'pong' game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. I have the basic code, but the ball doesn't stay on the screen, it just flickers and doesn't remain constant. Also, the paddle does not move with the mouse. I'm sure I'm missing something simple, but I just can't figure it out. Help please! Here's what I have: from livewires import games import random games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self, x=10): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=10) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width - 10) games.screen.add(self.score) def update(self): self.y=games.mouse.y if self.top<0: self.top=0 if self.bottom>games.screen.height: self.bottom=games.screen.height self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=5 def __init__(self, x=90, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy if self.left<0: self.end_game() self.destroy() def handle_collide(self): self.dx=-self.dx def end_game(self): end_message=games.Message(value="Game Over", size=90, x=games.screen.width/2, y=games.screen.height/2, lifetime=250, after_death=games.screen.quit) games.screen.add(end_message) def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image paddle_image=games.load_image("paddle.bmp") the_paddle=games.Sprite(image=paddle_image, x=10, y=games.mouse.y) games.screen.add(the_paddle) ball_image=games.load_image("ball.bmp") the_ball=games.Sprite(image=ball_image, x=630, y=200, dx=2, dy=2) games.screen.add(the_ball) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • iPad app crashes when Youtube player clicked in UIWebView

    - by choonkeat
    I have a iPhone/iPad app (universal binary) with a regular UIWebView that displays webpages on the Internet. When the user presses on a Youtube embed, the iPhone app performs normally -- opening up the video player, when you close it, it returns to the app. However, on the iPad it crashes with Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIWindow addEventMonitor:]: unrecognized selector sent to instance 0x1219c0' #0 0x30c8e0a0 in __kill () #1 0x30c8e096 in kill () #2 0x30c8e088 in raise () #3 0x30ca2210 in abort () #4 0x32944a22 in __gnu_cxx::__verbose_terminate_handler () #5 0x335657ca in _objc_terminate () #6 0x32942df4 in __cxxabiv1::__terminate () #7 0x32942e48 in std::terminate () #8 0x32942f18 in __cxa_throw () #9 0x335646aa in objc_exception_throw () #10 0x32c9517a in -[NSObject doesNotRecognizeSelector:] () #11 0x32c94b00 in ___forwarding___ () #12 0x32c316d0 in __forwarding_prep_0___ () #13 0x32810492 in -[MPInactivityMonitor initForWindow:inactivityDuration:delegate:] () #14 0x32831dfe in -[MPFullScreenVideoViewController _createInactivityMonitor] () #15 0x328324bc in -[MPFullScreenVideoViewController showOverlayAnimated:] () #16 0x32833612 in -[MPAbstractFullScreenVideoViewController setControlsOverlayVisible:animate:] () #17 0x3281fca4 in -[UIMoviePlayerController setControlsOverlayVisible:disableAutohide:animate:] () #18 0x330bb444 in -[YTMovieView _switchToVideo:] () #19 0x330bb028 in -[YTMovieView willShowForVideo:inList:orVideoID:] () #20 0x04b8d142 in dyld_stub_time () #21 0x04b8b82e in dyld_stub_time () #22 0x32c2616c in -[NSObject performSelector:withObject:withObject:] () #23 0x3152716c in -[UIApplication sendAction:to:from:forEvent:] () #24 0x3152710c in -[UIApplication sendAction:toTarget:fromSender:forEvent:] () #25 0x315270de in -[UIControl sendAction:to:forEvent:] () #26 0x31526e30 in -[UIControl(Internal) _sendActionsForEvents:withEvent:] () #27 0x3152747e in -[UIControl touchesEnded:withEvent:] () #28 0x31525e54 in -[UIWindow _sendTouchesForEvent:] () #29 0x3152579c in -[UIWindow sendEvent:] () #30 0x315213be in -[UIApplication sendEvent:] () #31 0x31520d2a in _UIApplicationHandleEvent () #32 0x30d62b32 in PurpleEventCallback () #33 0x32c23d9c in CFRunLoopRunSpecific () #34 0x32c234e0 in CFRunLoopRunInMode () #35 0x30d620da in GSEventRunModal () #36 0x30d62186 in GSEventRun () #37 0x314d54c8 in -[UIApplication _run] () #38 0x314d39f2 in UIApplicationMain () (I don't even see my app in the stack trace (except for the top level main.m) In iPad Mobile Safari, on the same webpage, the video will play in-place on the webpage. Is there anything I have to do to enable that? Or did I forget to enable something?

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  • Single-player pong game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. However, I keep getting the error: "Cannot have more than on Screen object", which I can find no references to online really, and I can't make sense of it. I want to eventually make the game more complicated, but I need to make it work first. Help please! Here's the code so far: from livewires import games games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=0) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width-10) games.screen.add(self.score) def update(self): self.y=games.mouse.y self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 self.score.right=games.screen.width-10 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=1 def __init__(self, x, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.left<0: self.end_game() self.destroy() def handle_collide(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy def ball_destroy(self): self.destroy() def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image the_ball=Ball() games.screen.add(the_ball) the_paddle=Paddle() games.screen.add(the_paddle) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • Design considerations for temporarily transforming a player into an animal in a role playing game

    - by mikedev
    I am working on a role playing game for fun and to practice design patterns. I would like players to be able to transform themselves into different animals. For example, a Druid might be able to shape shift into a cheetah. Right now I'm planning on using the decorator pattern to do this but my question is - how do I make it so that when a druid is in the cheetah form, they can only access skills for the cheetah? In other words, they should not be able to access their normal Druid skills. Using the decorator pattern it appears that even in the cheetah form my druid will be able to access their normal druid skills. class Druid : Character { // many cool druid skills and spells void LightHeal(Character target) { } } abstract class CharacterDecorator : Character { Character DecoratedCharacter; } class CheetahForm : CharacterDecorator { Character DecoratedCharacter; public CheetahForm(Character decoratedCharacter) { DecoratedCharacter= decoratedCharacter; } // many cool cheetah related skills void CheetahRun() { // let player move very fast } } now using the classes Druid myDruid = new Druid(); myDruid.LightHeal(myDruid); // casting light heal here is fine myDruid = new CheetahForm(myDruid); myDruid.LightHeal(myDruid); // casting here should not be allowed Hmmmm...now that I think about it, will myDruid be unable to us the Druid class spells/skills unless the class is down-casted? But even if that's the case, is there a better way to ensure that myDruid at this point is locked out from all Druid related spells/skills until it is cast back to a Druid (since currently it's in CheetahForm)

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  • youtube embeded player: change video link with javascript, dinamically

    - by Anthony Koval'
    here is a part of html code (video urls marked with a django-template language variables): <div class="mainPlayer"> <object width="580" height="326"> <param name="movie" value="{{main_video.video_url}}"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="{{main_video.video_url}}" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="326"></embed> </object> </div> and JS-code (using jQuery 1.4.x) $(document).ready(function(){ ..... $(".activeMovie img").live("click", function(){ video_url = ($(this).parent().find('input').val()); $('.mainPlayer').find('param:eq(0)').val(video_url); $('.mainPlayer').find('embed').attr('src', video_url); }) ... }) such a algorithm works fine in ff 3.6.3, but any luck in chrome4 or opera 10.x., src and value are changed, but youtube player still shows an old video.

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  • JW Player playlist only loads randomly in IE, works fine in FF every time

    - by meow
    The playlist loads every time in FF but only the first time in IE (6-8), after that only randomly. If I alert the error that's thrown I get "TypeError: playerReady is undefined". My code looks good and obviously works since FF displays the playlist perfectly. I've got no idea how to solve this. Anyone? <script type='text/javascript'> var so = new SWFObject('/UI/Flash/player.swf', 'ply', '<%=FlashWidth %>', '<%=FlashHeight %>', '9', '#ffffff'), playlistURL = '<%=PlaylistURL %>', imageURL = '<%=GetBackgroundImageUrl() %>'; so.addParam('allowfullscreen', 'true'); so.addParam('allowscriptaccess', 'always'); if (playlistURL !== '') { so.addVariable('playlistfile', playlistURL); so.addVariable('playlist', 'none'); so.addVariable('enablejs', 'true'); } else { so.addVariable('file', '<%=FlashURL %>'); } if (imageURL.length > 0) { so.addVariable('image', imageURL); } so.write('preview<%=PlayerID %>'); </script>

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  • Multi Player game using Nodejs and Socket IO

    - by Kishorevarma
    I am trying out multi player racing game using Node and Socket IO ,express . So I have tried simple example to see the latency between node server and the clients. I have a draggable image in client . when I move the image ienter code heren one client ,it has to move in all clients. so basically when I am moving the image I am sending the image position to the node server in a json format , then from there I am broadcasting to all clients. there is a ~approx 300ms latency from the time. following are the results. Client 1 sending data to server at : 286136 (timestamp) Server received at : 286271 Client2 received data at : 286470 Client3 received data at : 286479 Client4 received data at : 286487 Client5 received data at : 286520 the latency between move from client1 to client5 is 384ms. its too hight for a racing game .. here is my server code. var app = require('express').createServer(); var io = require('socket.io'); var http = require('http'); var http_server = http.createServer(); var server = http.createServer(app); server.listen(3000); var socket = io.listen(server,{ log: false }); socket.sockets.on('connection', function (client) { client.on('message', function (data){ console.log("data arrived to server",new Date().getTime()); // Below both statements are giving same latency between the client 1 and client 5 client.broadcast.emit('message',data); //socket.sockets.emit('message',data); }); }); 1) Is there any way to optimize the server code to reduce the latency? 2) is this expected latency using node and websockets ? 3) is socket io can't broadcast the data asynchronously (I mean at a same time) ? Thanks Kishorevarma

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  • Flash to PHP base64 encode/decode

    - by Gus
    I'm using AS3 to base64 encode a JPG and pass it to Javascript. I'm attempting to use AJAX to pass that base64 encoded string to PHP and have PHP decode it. (I know I could send it back to Flash and Flash could decode it and send it to PHP, but I'm trying to eliminate the need for Flash on the decoding end). It appears that AS3's encodeToBase64String() function and and PHP's base64_decode() function do not use the same algorithm, as PHP evaluates it as a base64 encoded object, but does not seem to output it properly. Is there a way to rectify this problem? Note: Please no posts about not needing Javascript. Javascript is a necessary step for reasons not detailed here.

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  • using nested arrays by php http_build_query() and recieve them in flash AS3

    - by Mahmoud
    hi, i am having this hard time figuring what is needed to do, i am using URLVariables to send/recieve values between flash and PHP the problem is, i am unable to access nested arrays ( array inside an array ) with flash heres an example: $dgresult = array("total" = $results); echo http_build_query($dgresult,"flf_"); in flash, all i need to do is to use: var variables:URLVariables = new URLVariables(e.target.data); then i can access it with : variables.total the problem now is when i have nested arrays: $dgresult = array("total" = $results); array_push($dgresult,$another_array); http_build_query($dgresult,"flf_"); i can still access variables.total but what about anything that has flf_ ? how is that possible?

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  • Intercept web requests from a WebView Flash plugin

    - by starkos
    I've got a desktop browser app which uses a WebView to host a Flash plugin. The Flash plugin makes regular requests to an external website for new data, which it then draws as fancy graphics. I'd like to intercept these web requests and get at the data (so I can display it via Growl, instead of keeping a desktop window around). But best I can tell, requests made by Flash don't get picked up by the normal WebView delegates. Is there another place I can set a hook? I tried installing a custom NSURLCache via [NSURLCache setSharedURLCache] but that never got called. I also tried method swizzling a few of the other classes (like NSCachedURLResponse) but couldn't find a way in. Any ideas? Many thanks!

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