Search Results

Search found 3677 results on 148 pages for 'concurrent vector'.

Page 11/148 | < Previous Page | 7 8 9 10 11 12 13 14 15 16 17 18  | Next Page >

  • String Vector program exits before input

    - by kylepayne
    So, I have a project that must add, delete, and print the contents of a vector... the problem is that, when run the program exits before I can type in the string to add to the vector. I commented the function that that portion is in. Thanks! #include <iostream> #include <cstdlib> #include <vector> #include <string> using namespace std; void menu(); void addvector(vector<string>& vec); void subvector(vector<string>& vec); void vectorsize(const vector<string>& vec); void printvec(const vector<string>& vec); void printvec_bw(const vector<string>& vec); int main() { vector<string> svector; menu(); return 0; } //functions definitions void menu() { vector<string> svector; int choice = 0; cout << "Thanks for using this program! \n" << "Enter 1 to add a string to the vector \n" << "Enter 2 to remove the last string from the vector \n" << "Enter 3 to print the vector size \n" << "Enter 4 to print the contents of the vector \n" << "Enter 5 ----------------------------------- backwards \n" << "Enter 6 to end the program \n"; cin >> choice; switch(choice) { case 1: addvector(svector); break; case 2: subvector(svector); break; case 3: vectorsize(svector); break; case 4: printvec(svector); break; case 5: printvec_bw(svector); break; case 6: exit(1); default: cout << "not a valid choice \n"; // menu is structured so that all other functions are called from it. } } void addvector(vector<string>& vec) { string line; int i = 0; cout << "Enter the string please \n"; getline(cin, line); // doesn't prompt for input! vec.push_back(line); } void subvector(vector<string>& vec) { vec.pop_back(); return; } void vectorsize(const vector<string>& vec) { if (vec.empty()) { cout << "vector is empty"; } else { cout << vec.size() << endl; } return; } void printvec(const vector<string>& vec) { for(int i = 0; i < vec.size(); i++) { cout << vec[i] << endl; } return; } void printvec_bw(const vector<string>& vec) { for(int i = vec.size(); i > 0; i--) { cout << vec[i] << endl; } return; }

    Read the article

  • direct access to vector elements similar to arrays

    - by mixm
    hi. im currently creating a tile based game, where elements of the games are placed in four different vectors (since there are multiple game objects with different properties, hence stored in different vectors). these game elements themselves contain x and y coordinates similar to how they are stored in a two dimensional array. i was wondering if there was a way to access these vector elements similar to two dimensional array access (currently i am implementing an for loop to cycle the elements while comparing its coordinates). this kinda sucks when i need to refresh my display at every game cycle (since the large number of comparisons and loops). im implementing this in java btw.

    Read the article

  • C++/g++: Concurrent programm

    - by phimuemue
    Hi, I got a C++ program (source) that is said to work in parallel. However, if I compile it (I am using Ubuntu 10.04 and g++ 4.4.3) with g++ and run it, one of my two CPU cores gets full load while the other is doing "nothing". So I spoke to the one who gave me the program. I was told that I had to set specific flags for g++ in order to get the program compiled for 2 CPU cores. However, if I look at the code I'm not able to find any lines that point to parallelism. So I have two questions: Are there any C++-intrinsics for multithreaded applications, i.e. is it possible to write parallel code without any extra libraries (because I did not find any non-standard libraries included)? Is it true that there are indeed flags for g++ that tell the compiler to compile the program for 2 CPU cores and to compile it so it runs in parallel (and if: what are they)?

    Read the article

  • How can you deflect a direction/magnitude vector based on a direction/magnitude vector and a collided triangle?

    - by JeanOTF
    So, I have a Triangle-AABB collision algorithm and I have it returning the triangle that the AABB collided with. I was hoping with the 3 vectors of the triangle and the direction/magnitude of the movement would let me determine a deflected vector so that when you run against the wall at an angle you move slower, depending on the angle of collision, but along side the wall. This would remove the sticky collision problem with only moving when there is not a collision. Any suggestions or references would be greatly appreciated! Thanks.

    Read the article

  • Concurrent Threads in C# using BackgroundWorker

    - by Jim Fell
    My C# application is such that a background worker is being used to wait for the acknowledgement of some transmitted data. Here is some psuedo code demonstrating what I'm trying to do: UI_thread { TransmitData() { // load data for tx // fire off TX background worker } RxSerialData() { // if received data is ack, set ack received flag } } TX_thread { // transmit data // set ack wait timeout // fire off ACK background worker // wait for ACK background worker to complete // evaluate status of ACK background worker as completed, failed, etc. } ACK_thread { // wait for ack received flag to be set } What happens is that the ACK BackgroundWorker times out, and the acknowledgement is never received. I'm fairly certain that it is being transmitted by the remote device because that device has not changed at all, and the C# application is transmitting. I have changed the ack thread from this (when it was working)... for( i = 0; (i < waitTimeoutVar) && (!bAckRxd); i++ ) { System.Threading.Thread.Sleep(1); } ...to this... DateTime dtThen = DateTime.Now(); DateTime dtNow; TimeSpan stTime; do { dtNow = DateTime.Now(); stTime = dtNow - dtThen; } while ( (stTime.TotalMilliseconds < waitTimeoutVar) && (!bAckRxd) ); The latter generates a very acurate wait time, as compared to the former. However, I am wondering if removal of the Sleep function is interferring with the ability to receive serial data. Does C# only allow one thread to run at a time, that is, do I have to put threads to sleep at some time to allow other threads to run? Any thoughts or suggestions you may have would be appreciated. I am using Microsoft Visual C# 2008 Express Edition. Thanks.

    Read the article

  • C++ Vector at/[] operator speed

    - by sub
    In order to give functions the option to modify the vector I can't do curr = myvec.at( i ); doThis( curr ); doThat( curr ); doStuffWith( curr ); But I have to do: doThis( myvec.at( i ) ); doThat( myvec.at( i ) ); doStuffWith( myvec.at( i ) ); (as the answers of my other question pointed out) I'm going to make a hell lot of calls to myvec.at() then. How fast is it, compared to the first example using a variable to store the result? Is there a different option for me? Can I somehow use pointers? When it's getting serious there will be thousands of calls to myvec.at() per second. So every little performance-eater is important.

    Read the article

  • Ideas for pet concurrent applications [closed]

    - by DJoyce
    As part of research I am doing into functional concurrent programming, I am looking to develop a prototype business application (or otherwise), that requires and supports parallelism. So I will first develop this application in java 7, followed by scala and then clojure while demonstrating the concurrent support in each language. However, I am a little short on suitable ideas and therefore i'm hoping I can get some good, interesting ideas on this thread. Thanks!

    Read the article

  • C++ STL: Array vs Vector: Raw element accessing performance

    - by oh boy
    I'm building an interpreter and as I'm aiming for raw speed this time, every clock cycle matters for me in this (raw) case. Do you have any experience or information what of the both is faster: Vector or Array? All what matters is the speed I can access an element (opcode receiving), I don't care about inserting, allocation, sorting, etc. I'm going to lean myself out of the window now and say: Arrays are at least a bit faster than vectors in terms of accessing an element i. It seems really logical for me. With vectors you have all those security and controlling overhead which doesn't exist for arrays. (Why) Am I wrong? No, I can't ignore the performance difference - even if it is so small - I have already optimized and minimized every other part of the VM which executes the opcodes :)

    Read the article

  • Preferred way of filling up a C++ vector of structs

    - by henle
    Alternative 1, reusing a temporary variable: Sticker sticker; sticker.x = x + foreground.x; sticker.y = foreground.y; sticker.width = foreground.width; sticker.height = foreground.height; board.push_back(sticker); sticker.x = x + outline.x; sticker.y = outline.y; sticker.width = outline.width; sticker.height = outline.height; board.push_back(sticker); Alternative 2, scoping the temporary variable: { Sticker sticker; sticker.x = x + foreground.x; sticker.y = foreground.y; sticker.width = foreground.width; sticker.height = foreground.height; board.push_back(sticker); } { Sticker sticker; sticker.x = x + outline.x; sticker.y = outline.y; sticker.width = outline.width; sticker.height = outline.height; board.push_back(sticker); } Alternative 3, writing straight to the vector memory: { board.push_back(Sticker()); Sticker &sticker = board.back(); sticker.x = x + foreground.x; sticker.y = foreground.y; sticker.width = foreground.width; sticker.height = foreground.height; } { board.push_back(Sticker()); Sticker &sticker = board.back(); sticker.x = x + outline.x; sticker.y = outline.y; sticker.width = outline.width; sticker.height = outline.height; } Which approach do you prefer?

    Read the article

  • Points on lines where the two lines are the closest together

    - by James Bedford
    Hey guys, I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the line and a non-normalized direction Vector from that point): void CDClosestPointsOnTwoLines(Line line1, Line line2, Point* closestPoints) { closestPoints[0] = line1.pointOnLine; closestPoints[1] = line2.pointOnLine; Vector d1 = line1.direction; Vector d2 = line2.direction; float a = d1.dot(d1); float b = d1.dot(d2); float e = d2.dot(d2); float d = a*e - b*b; if (d != 0) // If the two lines are not parallel. { Vector r = Vector(line1.pointOnLine) - Vector(line2.pointOnLine); float c = d1.dot(r); float f = d2.dot(r); float s = (b*f - c*e) / d; float t = (a*f - b*c) / d; closestPoints[0] = line1.positionOnLine(s); closestPoints[1] = line2.positionOnLine(t); } else { printf("Lines were parallel.\n"); } } I'm using OpenGL to draw three lines that move around the world, the third of which should be the line that most closely connects the other two lines, the two end points of which are calculated using this function. The problem is that the first point of closestPoints after this function is called will lie on line1, but the second point won't lie on line2, let alone at the closest point on line2! I've checked over the function many times but I can't see where the mistake in my implementation is. I've checked my dot product function, scalar multiplication, subtraction, positionOnLine() etc. etc. So my assumption is that the problem is within this method implementation. If it helps to find the answer, this is function supposed to be an implementation of section 5.1.8 from 'Real-Time Collision Detection' by Christer Ericson. Many thanks for any help!

    Read the article

  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

    Read the article

  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

    Read the article

  • Vector math, finding coördinates on a planar between 2 vectors

    - by Will Kru
    I am trying to generate a 3d tube along a spline. I have the coördinates of the spline (x1,y1,z1 - x2,y2,z2 - etc) which you can see in the illustration in yellow. At those points I need to generate circles, whose vertices are to be connected at a later stadium. The circles need to be perpendicular to the 'corners' of two line segments of the spline to form a correct tube. Note that the segments are kept low for illustration purpose. [apparently I'm not allowed to post images so please view the image at this link] http://img191.imageshack.us/img191/6863/18720019.jpg I am as far as being able to calculate the vertices of each ring at each point of the spline, but they are all on the same planar ie same angled. I need them to be rotated according to their 'legs' (which A & B are to C for instance). I've been thinking this over and thought of the following: two line segments can be seen as 2 vectors (in illustration A & B) the corner (in illustraton C) is where a ring of vertices need to be calculated I need to find the planar on which all of the vertices will reside I then can use this planar (=vector?) to calculate new vectors from the center point, which is C and find their x,y,z using radius * sin and cos However, I'm really confused on the math part of this. I read about the dot product but that returns a scalar which I don't know how to apply in this case. Can someone point me into the right direction? [edit] To give a bit more info on the situation: I need to construct a buffer of floats, which -in groups of 3- describe vertex positions and will be connected by OpenGL ES, given another buffer with indices to form polygons. To give shape to the tube, I first created an array of floats, which -in groups of 3- describe control points in 3d space. Then along with a variable for segment density, I pass these control points to a function that uses these control points to create a CatmullRom spline and returns this in the form of another array of floats which -again in groups of 3- describe vertices of the catmull rom spline. On each of these vertices, I want to create a ring of vertices which also can differ in density (amount of smoothness / vertices per ring). All former vertices (control points and those that describe the catmull rom spline) are discarded. Only the vertices that form the tube rings will be passed to OpenGL, which in turn will connect those to form the final tube. I am as far as being able to create the catmullrom spline, and create rings at the position of its vertices, however, they are all on a planars that are in the same angle, instead of following the splines path. [/edit] Thanks!

    Read the article

  • Optimizing Vector elements swaps using CUDA

    - by Orion Nebula
    Hi all, Since I am new to cuda .. I need your kind help I have this long vector, for each group of 24 elements, I need to do the following: for the first 12 elements, the even numbered elements are multiplied by -1, for the second 12 elements, the odd numbered elements are multiplied by -1 then the following swap takes place: Graph: because I don't yet have enough points, I couldn't post the image so here it is: http://www.freeimagehosting.net/image.php?e4b88fb666.png I have written this piece of code, and wonder if you could help me further optimize it to solve for divergence or bank conflicts .. //subvector is a multiple of 24, Mds and Nds are shared memory _shared_ double Mds[subVector]; _shared_ double Nds[subVector]; int tx = threadIdx.x; int tx_mod = tx ^ 0x0001; int basex = __umul24(blockDim.x, blockIdx.x); Mds[tx] = M.elements[basex + tx]; __syncthreads(); // flip the signs if (tx < (tx/24)*24 + 12) { //if < 12 and even if ((tx & 0x0001)==0) Mds[tx] = -Mds[tx]; } else if (tx < (tx/24)*24 + 24) { //if >12 and < 24 and odd if ((tx & 0x0001)==1) Mds[tx] = -Mds[tx]; } __syncthreads(); if (tx < (tx/24)*24 + 6) { //for the first 6 elements .. swap with last six in the 24elements group (see graph) Nds[tx] = Mds[tx_mod + 18]; Mds [tx_mod + 18] = Mds [tx]; Mds[tx] = Nds[tx]; } else if (tx < (tx/24)*24 + 12) { // for the second 6 elements .. swp with next adjacent group (see graph) Nds[tx] = Mds[tx_mod + 6]; Mds [tx_mod + 6] = Mds [tx]; Mds[tx] = Nds[tx]; } __syncthreads(); Thanks in advance ..

    Read the article

  • Acessing a struct member, using a pointer to a vector of structs. Error:base operand of '->' has non-pointer type

    - by Matt Munson
    #include <iostream> #include <vector> using namespace std; struct s_Astruct { vector <int> z; }; int main () { vector <s_Astruct> v_a; for(int q=0;q<10;q++) { v_a.push_back(s_Astruct()); for(int w =0;w<5;w++) v_a[q].z.push_back(8); } vector <s_Astruct> * p_v_a = & v_a; cout << p_v_a[0]->z[4]; //error: base operand of '->' has non-pointer type //'__gnu_debug_def::vector<s_Astruct, std::allocator<s_Astruct> >' } There seems to be some issue with this sort of operation that I don't understand. In the code that I'm working on I actually have things like p_class-vector[]-vector[]-int; and I'm getting a similar error.

    Read the article

  • is there a way to condense a vector (C++)?

    - by zebraman
    I have a sparsely populated vector that I populated via hashing, so elements are scattered randomly in the vector. Now what I want to do is iterate over every element in that vector. What I had in mind was essentially condensing the vector to fit the number of elements present, removing any empty spaces. Is there a way I can do this?

    Read the article

  • Why did I get this error : java.lang.Exception: XMLEncoder: discarding statement Vector.add() ?

    - by Frank
    My Java program look like this : public class Biz_Manager { static Contact_Info_Setting Customer_Contact_Info_Panel; static XMLEncoder XML_Encoder; ...... void Get_Customer_Agent_Shipping_Company_And_Shipping_Agent_Net_Worth_Info() { try { XML_Encoder=new XMLEncoder(new BufferedOutputStream(new FileOutputStream(Customer_Contact_Info_Panel.Contact_Info_File_Path))); XML_Encoder.writeObject(Customer_Contact_Info_Panel.Contacts_Vector); } catch (Exception e) { e.printStackTrace(); } finally { if (XML_Encoder!=null) { XML_Encoder.close(); // <== Error here , line : 9459 XML_Encoder=null; } } } } // ======================================================================= public class Contact_Info_Setting extends JPanel implements ActionListener,KeyListener,ItemListener { public static final long serialVersionUID=26362862L; ...... Vector<Contact_Info_Entry> Contacts_Vector=new Vector<Contact_Info_Entry>(); ...... } // ======================================================================= package Utility; import java.io.*; import java.util.*; import javax.jdo.annotations.IdGeneratorStrategy; import javax.jdo.annotations.IdentityType; import javax.jdo.annotations.PersistenceCapable; import javax.jdo.annotations.Persistent; import javax.jdo.annotations.PrimaryKey; @PersistenceCapable(identityType=IdentityType.APPLICATION) public class Contact_Info_Entry implements Serializable { @PrimaryKey @Persistent(valueStrategy=IdGeneratorStrategy.IDENTITY) public Long Id; public static final long serialVersionUID=26362862L; public String Contact_Id="",First_Name="",Last_Name="",Company_Name="",Branch_Name="",Address_1="",Address_2="",City="",State="",Zip="",Country=""; ...... public boolean B_1; public Vector<String> A_Vector=new Vector<String>(); public Contact_Info_Entry() { } public Contact_Info_Entry(String Other_Id) { this.Other_Id=Other_Id; } ...... public void setId(Long value) { Id=value; } public Long getId() { return Id; } public void setContact_Id(String value) { Contact_Id=value; } public String getContact_Id() { return Contact_Id; } public void setFirst_Name(String value) { First_Name=value; } public String getFirst_Name() { return First_Name; } public void setLast_Name(String value) { Last_Name=value; } public String getLast_Name() { return Last_Name; } public void setCompany_Name(String value) { Company_Name=value; } public String getCompany_Name() { return Company_Name; } ...... } I got this error message : java.lang.Exception: XMLEncoder: discarding statement Vector.add(Contact_Info_Entry); Continuing ... java.lang.Exception: XMLEncoder: discarding statement Vector.add(Contact_Info_Entry); Continuing ... java.lang.Exception: XMLEncoder: discarding statement Vector.add(Contact_Info_Entry); Continuing ... java.lang.Exception: XMLEncoder: discarding statement Vector.add(Contact_Info_Entry); Continuing ... Exception in thread "Thread-8" java.lang.NullPointerException at java.beans.XMLEncoder.outputStatement(XMLEncoder.java:611) at java.beans.XMLEncoder.outputValue(XMLEncoder.java:552) at java.beans.XMLEncoder.outputStatement(XMLEncoder.java:682) at java.beans.XMLEncoder.outputStatement(XMLEncoder.java:687) at java.beans.XMLEncoder.outputValue(XMLEncoder.java:552) at java.beans.XMLEncoder.flush(XMLEncoder.java:398) at java.beans.XMLEncoder.close(XMLEncoder.java:429) at Biz_Manager.Get_Customer_Agent_Shipping_Company_And_Shipping_Agent_Net_Worth_Info(Biz_Manager.java:9459) Seems it can't deal with vector, why ? Anything wrong ? How to fix it ? Frank

    Read the article

  • Can't load vector font in Nuclex Framework

    - by ProgrammerAtWork
    I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong... I've added Nuclex.TrueTypeImporter to my references in my content and I've added Nuclex.Fonts & Nuclex.Graphics in my main project. I've put Arial-24-Vector.spritefont & Lindsey.spritefont in the root of my content directory. _spriteFont = Content.Load<SpriteFont>("Lindsey"); // works _testFont = Content.Load<VectorFont>("Arial-24-Vector"); // crashes I get this error on the _testFont line: File contains Microsoft.Xna.Framework.Graphics.SpriteFont but trying to load as Nuclex.Fonts.VectorFont. So I've searched around and by the looks of it it has something to do with the content importer & the content processor. For the content importer I have no new choices, so I leave it as it is, Sprite Font Description - XNA Framework for content processor and I select Vector Font - Nuclex Framework And then I try to run it. _testFont = Content.Load<VectorFont>("Arial-24-Vector"); // crashes again I get the following error Error loading "Arial-24-Vector". It does work if I load a sprite, so it's not a pathing problem. I've checked the samples, they do work, but I think they also use a different version of the XNA framework because in my version the "Content" class starts with a capital letter. I'm at a loss, so I ask here. Edit: Something super weird is going on. I've just added the following two lines to a method inside FreeTypeFontProcessor::FreeTypeFontProcessor( Microsoft::Xna::Framework::Content::Pipeline::Graphics::FontDescription ^fontDescription, FontHinter hinter, just to check if code would even get there: System::Console::WriteLine("I AM HEEREEE"); System::Console::ReadLine(); So, I compile it, put it in my project, I run it and... it works! What the hell?? This is weird because I've downloaded the binaries, they didn't work, I've compiled the binaries myself. didn't work either, but now I make a small change to the code and it works? _. So, now I remove the two lines, compile it again and it works again. Someone care to elaborate what is going on? Probably some weird caching problem!

    Read the article

  • Matlab - binary vector with high concentration of 1s (or 0s)

    - by JohnIdol
    What's the best way to generate a number X of random binary vectors of size N with concentration of 1s (or, simmetrically, of 0s) that spans from very low to very high? Using randint or unidrnd (as in this question) will generate binary vectors with uniform distributions, which is not what I need in this case. Any help appreciated!

    Read the article

  • ImageMagick vs. Cairo on Vector Graphics rasterization

    - by Sherwood Hu
    I am working on a project that needs rasterizing of drawings into image files. I have already got it work using GDI+. Wanting to create a portable solution, I am also looking into other solutions and found two - cairo and imagemagick. I am new to both, but it seems that ImageMagick can do almost all the stuff - drawing lines, arcs, circles, text etc.. plus many bitmap manipulation. However, Cairo is mentioned as competitor to GDI+ in web sites. ImageMagick is never mentioned for this purpose. I do not have time to invest on both libraries. I need to decide which one is worthy. I prefer to ImageMagick, as it seems much more powerful. What's your opinion on the two graphic libs?

    Read the article

  • Bind xaml vector images dynamically

    - by Carl
    I'm looking for a way to bind xaml images dynamically in code. There are lots of examples online to show how to bind png or xaml images in the window's xaml, or to load png files in code. But I have found no examples for xaml files with build action=page. XmlReader can't handle them since they are compiled to baml. LoadComponent(new Uri("...filename.xaml") will apparently load the baml but what kind of image class do I load this into? BitmapImage(new Uri("...filename.xaml") does not seem to work, probably because it's not a bitmap. Thanks in advance.

    Read the article

< Previous Page | 7 8 9 10 11 12 13 14 15 16 17 18  | Next Page >