Search Results

Search found 4755 results on 191 pages for 'scripting dictionary'.

Page 22/191 | < Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >

  • Scripting an 'empty' password in /etc/shadow

    - by paddy
    I've written a script to add CVS and SVN users on a Linux server (Slackware 14.0). This script creates the user if necessary, and either copies the user's SSH key from an existing shell account or generates a new SSH key. Just to be clear, the accounts are specifically for SVN or CVS. So the entry in /home/${username}/.ssh/authorized_keys begins with (using CVS as an example): command="/usr/bin/cvs server",no-port-forwarding,no-agent-forwarding,no-X11-forwarding,no-pty ssh-rsa ....etc...etc...etc... Actual shell access will never be allowed for these users - they are purely there to provide access to our source repositories via SSH. My problem is that when I add a new user, they get an empty password in /etc/shadow by default. It looks like: paddycvs:!:15679:0:99999:7::: If I leave the shadow file as is (with the !), SSH authentication fails. To enable SSH, I must first run passwd for the new user and enter something. I have two issues with doing that. First, it requires user input which I can't allow in this script. Second, it potentially allows the user to login at the physical terminal (if they have physical access, which they might, and know the secret password -- okay, so that's unlikely). The way I normally prevent users from logging in is to set their shell to /bin/false, but if I do that then SSH doesn't work either! Does anyone have a suggestion for scripting this? Should I simply use sed or something and replace the relevant line in the shadow file with a preset encrypted secret password string? Or is there a better way? Cheers =)

    Read the article

  • Why is there still so much offer for Perl programmers?

    - by user491444
    A quick search on monster.com on different scripting languages resulted on Perl having much more job opportunities than Python and Ruby (in Europe, I didn't check for the rest of the world), and since I'm just a newbie programmer I was wondering why is this? I've read everywhere that Python and Ruby are much better languages, and much more organized. Having coded in python and php myself, Perl's code seems so alien to me. Anyways, sorry for my poor English, it's my second language, and this is not a critique on the Perl language, I was just wondering whether it's a good idea to learn it at this point or not.

    Read the article

  • C library build system dependencies

    - by Ninefingers
    Hello all, This debate has cropped up on a mailing list for a project I'm involved in. Unfortunately we're quite a small bunch at the moment, so I want to ask a wider audience. We're writing a C library (for arbitrary precision arithmetic) and are investigating build systems. Currently we have a bash script in desperate need of work. I believe we can't use autotools etc due to licensing (bsd vs gpl). So I suggested we use a modern scripting language like python or perl. The question is: is having something like perl or python around at build time an unrealistic dependency on Unix-like platforms these days?

    Read the article

  • Learning the command line [duplicate]

    - by Billy
    This question already has an answer here: What is the best way to learn how to use Ubuntu with terminal? 3 answers This isn't really a technical question but I am curious as to how long it takes to learn the linux command line. I would like to learn how to be able to do as much as possible easily from the command line. I just bought a book, linux command line and shell scripting bible. I know that this book will be of great help, but i just have no clue how long it will be before i can successfully naviagte the terminal with ease. If you could post and let me know about your experience with the terminal, and the learning process, that would be greatly appreciated. Thank you in advance.

    Read the article

  • Torque2D, Class vs Datablock

    - by Max Kielland
    I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock. To me it seems like Datablock is similar to a struct in C/C++ or a Record in Pascal. If I create Datablocks with new, are they instantiated in the same way as a "Class"? I have a large TileMap and need to attach some information to each Tile. I was thinking to use a Datablock, as a struct, to attach this information to the tile's CustomData property. The two questions are: What is a Datablock and should I use a Datablock or a "Class" for this tile information?

    Read the article

  • Having trouble compiling UnrealScript with defaultproperties

    - by Enchanter
    Have just started scripting in Unreal Script and am following the instructions of the opening chapter of a book on the subject. I have set the development tools up as described in the book such that it is now possible to compile the scripts for UDK before adding them to a level. My issue is: the very first script the book asks you to compile is the following: class AwesomeActor extends Actor placeable; defaultproperties { Begin Object Class=SpriteComponent Name = Sprite Sprite = Texture2D'EditorResources.S_NavP' End Object Components.Add(Sprite) } And when I hit F9 in the compiler I get the following error message: Error, BEGIN OBJECT: Must specify valid name for suboject/copmponent: Begin Object class=SpriteComponent name = Sprite My question: As far as I'm aware I've copied the code from the book veribatim including capital and smaller case letters but I'm getting this error and I was wondering if anyone knew why and if so how I would fix it?

    Read the article

  • What does /dev/null mean in the shell?

    - by rishiag
    I've started learning bash scripting by using this guide: http://www.tldp.org/LDP/abs/abs-guide.pdf However I got stuck at the first script: cd /var/log cat /dev/null > messages cat /dev/null > wtmp echo "Log files cleaned up." What do lines 2 and 3 do in Ubuntu (I understand cat)? Is it only for other Linux distributions? After running this script as root, the output I get is Log files cleaned up. But /var/log still contains all the files.

    Read the article

  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

    Read the article

  • Simple script - execute command on selected file

    - by askmoo
    I want to make a script that will execute .jar file on selected file. Later I will add that script to right-click menu via the tool Nautilus Actions or just place it into nautilus-scripts folder. I have a problem creating script. When I am in a usual console screen and want to execute this jar file on any other file, I use this syntax myfile.jar ./someotherfile.xml and the jar file will write the output to the console screen. So I created a file script.sh, added lines in it #!/bin/bash /home/username/myfile.jar $1 But it does not output anything. I know I am doing something wrong. Please help. To sum, I need a script that will use selected file as a parameter, open the gnome-terminal, inside that terminal it will start JAR file and pass it the selected file. I am confident that this is a very simple procedure, but I am total newbie with shell scripting.

    Read the article

  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

    Read the article

  • What does /dev/null mean in a shell script?

    - by rishiag
    I've started learning bash scripting by using this guide: http://www.tldp.org/LDP/abs/abs-guide.pdf However I got stuck at the first script: cd /var/log cat /dev/null > messages cat /dev/null > wtmp echo "Log files cleaned up." What do lines 2 and 3 do in Ubuntu (I understand cat)? Is it only for other Linux distributions? After running this script as root, the output I get is Log files cleaned up. But /var/log still contains all the files.

    Read the article

  • Any recommended books/resources on component-based design?

    - by user1163640
    I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited to get started using it However, one aspect that have sparked my interested, and which I think will become a very important part of our future development, is Unity's approach to component-based design with scripting; with less focus on typical hierarchical aspect. Question I was wondering if anyone could recommend any good books on this subject? I have had trouble finding any books or books with reliable reviews, and was wondering if anyone more experienced here had something to say on the issue? Any other kind of resource would be excellent too, I'm just interested in getting to learn everything I can about it. This is not meant as a discussion about best books or resources on the topic, but simply a question regarding any resources that any of you find useful. Thank you all for your time!

    Read the article

  • Open Terminal with multiple tabs and execute application

    - by user172001
    I am new to linux shell scripting. I want to write a shell script which will open terminal with multiple tabs; it should run rtsp client app in each tab. For this, I have gone through question here in this forum and tried to code like bellow, tab="--tab-with-profile=Default -e " cmd="java RunRTSPClient" for i in 1 2 3 4 5 do # foo="$foo $tab $cmd" done gnome-terminal $foo exit 0 This is running and opens the terminal window with tabs but suddenly it will close. I am not getting any errors.

    Read the article

  • Experience embedding javascript

    - by deft_code
    I'm looking into scripting languages to embed in my game. I've always assumed Lua was the best choice, but I've read some recent news about embedding V8 as was considering using it instead. My question is two fold: Does anyone with experience embedding v8 (or another javascript engine) recommend it? How does it compare with embedding Lua? I like that v8 has a c++ embedding API. However Lua API has had lots of time to be refined (newer isn't always better and all that). Note: At this point I'm not too concerned with which is better language or which library has better performance. I'm only asking about ease of embedding.

    Read the article

  • implementing a high level function in a script to call a low level function in the game engine

    - by eat_a_lemon
    In my 2d game engine I have a function that does pathfinding, find_shortest_path. It executes for each time step in the game loop and calculates the next coordinate pair in the series of coordinates to reach the destination object. Now I want to call this function in a scripting language and have it only return the last coordinate pair result. I want the game engine to go about the business of rendering the incremental steps but I don't want the high level script to care about the rendering. The high level script is only for ai game logic. Now I know how to bind a method from C to python but how can I signal and coordinate the wait time between the incremental steps without the high level function returning until its time for the last step?

    Read the article

  • Why is Dictionary.First() so slow?

    - by Rotsor
    Not a real question because I already found out the answer, but still interesting thing. I always thought that hash table is the fastest associative container if you hash properly. However, the following code is terribly slow. It executes only about 1 million iterations and takes more than 2 minutes of time on a Core 2 CPU. The code does the following: it maintains the collection todo of items it needs to process. At each iteration it takes an item from this collection (doesn't matter which item), deletes it, processes it if it wasn't processed (possibly adding more items to process), and repeats this until there are no items to process. The culprit seems to be the Dictionary.Keys.First() operation. The question is why is it slow? Stopwatch watch = new Stopwatch(); watch.Start(); HashSet<int> processed = new HashSet<int>(); Dictionary<int, int> todo = new Dictionary<int, int>(); todo.Add(1, 1); int iterations = 0; int limit = 500000; while (todo.Count > 0) { iterations++; var key = todo.Keys.First(); var value = todo[key]; todo.Remove(key); if (!processed.Contains(key)) { processed.Add(key); // process item here if (key < limit) { todo[key + 13] = value + 1; todo[key + 7] = value + 1; } // doesn't matter much how } } Console.WriteLine("Iterations: {0}; Time: {1}.", iterations, watch.Elapsed); This results in: Iterations: 923007; Time: 00:02:09.8414388. Simply changing Dictionary to SortedDictionary yields: Iterations: 499976; Time: 00:00:00.4451514. 300 times faster while having only 2 times less iterations. The same happens in java. Used HashMap instead of Dictionary and keySet().iterator().next() instead of Keys.First().

    Read the article

  • "Dictionary problem." Error with VMPlayer

    - by George Mauer
    I'm pretty new to using vmware virtualization (been a virtualbox user) so I'm hoping you guys can help me out. I recently got an external usb disk containing a vm for a client, downloaded vmplayer, set it up with "Open a Virtual Machine", ran it, easy as pie. After working with it a bit this morning, I shut the VM down and now trying to start it back up again I get this: I tried removing the vm from my library, now it happens whenever I try to add it back in. In the meantime, I can still access other virtual machines so it seems like the problem might be with the virtual disk. So two questions: This is obviously not a very helpful error message. Where can I go to get more information? My Application EventLog doesn't contain anything from VMWare. What steps can I take to fix the problem? Edit: A couple more pieces of information. I did not take any snapshots. I don't think VM Player even has that ability. I have a zip file of (what I assume) is the state of the VM when it was sent to me. I cannot unzip it as it is huge and simply requires more HD space than I have available but I did extract the vmx file and examine it. Other than the UUIDs and the fact that mine reads cleanShutdown = "FALSE" they are identical. The log contains the following lines Jun 23 10:11:18.080: vmx| SNAPSHOT: SnapshotConfigInfoRead: Unable to load dict from 'E:....\MachineName.vmsd'. Jun 23 10:11:18.080: vmx| SNAPSHOT: SnapshotConfigInfoRead failed for file 'E:....\MachineName.vmx': Dictionary problem (6) Jun 23 10:11:18.082: vmx| SNAPSHOT: Snapshot_TimeStampTiers failed: Dictionary problem (6)

    Read the article

  • Database on the fly with scripting languages

    - by afilatun
    I have a set of .csv files that I want to process. It would be far easier to process it with SQL queries. I wonder if there is some way to load a .csv file and use SQL language to look into it with a scripting language like python or ruby. Loading it with something similar to ActiveRecord would be awesome. The problem is that I don't want to have to run a database somewhere prior to running my script. I souldn't have additionnal installations needed outside of the scripting language and some modules. My question is which language and what modules should I use for this task. I looked around and can't find anything that suits my need. Is it even possible?

    Read the article

  • Choosing a scripting language for game and implementing it

    - by Radius
    Hello, I am currently developing a 3D Action/RPG game in C++, and I would like some advice in choosing a scripting language to program the AI of the game. My team comes from a modding background, and in fact we are still finishing work on a mod of the game Gothic. In that game (which we also got our inspiration from) the language DAEDALUS (created by Piranha Bytes, the makers of the game) is used. Here is a full description of said language. The main thing to notice about this is that it uses instances moreso than classes. The game engine is closed, and so one can only guess about the internal implementation of this language, but the main thing I am looking for in a scripting language (which ideally would be quite similar but preferably also more powerful than DAEDALUS) is the fact that there are de facto 3 'separations' of classes - ie classes, instances and (instances of instances?). I think it will be easier to understand what I want if I provide an example. Take a regular NPC. First of all you have a class defined which (I understand) mirrors the (class or structure) inside the engine: CLASS C_NPC { VAR INT id ; // absolute ID des NPCs VAR STRING name [5] ; // Namen des NPC VAR STRING slot ; VAR INT npcType ; VAR INT flags ; VAR INT attribute [ATR_INDEX_MAX] ; VAR INT protection [PROT_INDEX_MAX]; VAR INT damage [DAM_INDEX_MAX] ; VAR INT damagetype ; VAR INT guild,level ; VAR FUNC mission [MAX_MISSIONS] ; var INT fight_tactic ; VAR INT weapon ; VAR INT voice ; VAR INT voicePitch ; VAR INT bodymass ; VAR FUNC daily_routine ; // Tagesablauf VAR FUNC start_aistate ; // Zustandsgesteuert // ********************** // Spawn // ********************** VAR STRING spawnPoint ; // Beim Tod, wo respawnen ? VAR INT spawnDelay ; // Mit Delay in (Echtzeit)-Sekunden // ********************** // SENSES // ********************** VAR INT senses ; // Sinne VAR INT senses_range ; // Reichweite der Sinne in cm // ********************** // Feel free to use // ********************** VAR INT aivar [50] ; VAR STRING wp ; // ********************** // Experience dependant // ********************** VAR INT exp ; // EXerience Points VAR INT exp_next ; // EXerience Points needed to advance to next level VAR INT lp ; // Learn Points }; Then, you can also define prototypes (which set some default values). But how you actually define an NPC is like this: instance BAU_900_Ricelord (Npc_Default) //Inherit from prototype Npc_Default { //-------- primary data -------- name = "Ryzowy Ksiaze"; npctype = NPCTYPE_GUARD; guild = GIL_BAU; level = 10; voice = 12; id = 900; //-------- abilities -------- attribute[ATR_STRENGTH] = 50; attribute[ATR_DEXTERITY] = 10; attribute[ATR_MANA_MAX] = 0; attribute[ATR_MANA] = 0; attribute[ATR_HITPOINTS_MAX]= 170; attribute[ATR_HITPOINTS] = 170; //-------- visuals -------- // animations Mdl_SetVisual (self,"HUMANS.MDS"); Mdl_ApplyOverlayMds (self,"Humans_Arrogance.mds"); Mdl_ApplyOverlayMds (self,"HUMANS_DZIDA.MDS"); // body mesh ,bdytex,skin,head mesh ,headtex,teethtex,ruestung Mdl_SetVisualBody (self,"Hum_Body_CookSmith",1,1,"Hum_Head_FatBald",91 , 0,-1); B_Scale (self); Mdl_SetModelFatness(self,2); fight_tactic = FAI_HUMAN_STRONG; //-------- Talente -------- Npc_SetTalentSkill (self,NPC_TALENT_1H,1); //-------- inventory -------- CreateInvItems (self, ItFoRice,10); CreateInvItem (self, ItFoWine); CreateInvItems(self, ItMiNugget,40); EquipItem (self, Heerscherstab); EquipItem (self, MOD_AMULETTDESREISLORDS); CreateInvItem (self, ItMi_Alchemy_Moleratlubric_01); //CreateInvItem (self,ItKey_RB_01); EquipItem (self, Ring_des_Lebens); //-------------Daily Routine------------- daily_routine = Rtn_start_900; }; FUNC VOID Rtn_start_900 () { TA_Boss (07,00,20,00,"NC_RICELORD"); TA_SitAround (20,00,24,00,"NC_RICELORD_SIT"); TA_Sleep (24,00,07,00,"NC_RICEBUNKER_10"); }; As you can see, the instance declaration is more like a constructor function, setting values and calling functions from within. This still wouldn't pose THAT much of a problem, if not for one more thing: multiple copies of this instance. For example, you can spawn multiple BAU_900_Ricelord's, and each of them keeps track of its own AI state, hitpoints etc. Now I think the instances are represented as ints (maybe even as the id of the NPC) inside the engine, as whenever (inside the script) you use the expression BAU_900_Ricelord it can be only assigned to an int variable, and most functions that operate on NPCs take that int value. However to directly modify its hitpoints etc you have to do something like var C_NPC npc = GetNPC(Bau_900_Ricelord); npc.attribute[ATR_HITPOINTS] = 10; ie get the actual C_NPC object that represents it. To finally recap - is it possible to get this kind of behaviour in any scripting languages you know of, or am I stuck with having to make my own? Or maybe there is an even better way of representing NPC's and their behaviours that way. The IDEAL language for scripting for me would be C#, as I simply adore that language, but somehow I doubt it is possible or indeed feasible to try and implement a similar kind of behaviour in C#. Many thanks

    Read the article

  • "Dictionary problem." Error with VMPlayer

    - by George Mauer
    I'm pretty new to using vmware virtualization (been a virtualbox user) so I'm hoping you guys can help me out. I recently got an external usb disk containing a vm for a client, downloaded vmplayer, set it up with "Open a Virtual Machine", ran it, easy as pie. After working with it a bit this morning, I shut the VM down and now trying to start it back up again I get this: I tried removing the vm from my library, now it happens whenever I try to add it back in. In the meantime, I can still access other virtual machines so it seems like the problem might be with the virtual disk. So two questions: This is obviously not a very helpful error message. Where can I go to get more information? My Application EventLog doesn't contain anything from VMWare. What steps can I take to fix the problem? Edit: A couple more pieces of information. I did not take any snapshots. I don't think VM Player even has that ability. I have a zip file of (what I assume) is the state of the VM when it was sent to me. I cannot unzip it as it is huge and simply requires more HD space than I have available but I did extract the vmx file and examine it. Other than the UUIDs and the fact that mine reads cleanShutdown = "FALSE" they are identical. The log contains the following lines Jun 23 10:11:18.080: vmx| SNAPSHOT: SnapshotConfigInfoRead: Unable to load dict from 'E:....\MachineName.vmsd'. Jun 23 10:11:18.080: vmx| SNAPSHOT: SnapshotConfigInfoRead failed for file 'E:....\MachineName.vmx': Dictionary problem (6) Jun 23 10:11:18.082: vmx| SNAPSHOT: Snapshot_TimeStampTiers failed: Dictionary problem (6)

    Read the article

  • problem disposing class in Dictionary it is Still in the heap memory although using GC.Collect

    - by Bahgat Mashaly
    Hello i have a problem disposing class in Dictionary this is my code private Dictionary<string, MyProcessor> Processors = new Dictionary<string, MyProcessor>(); private void button1_Click(object sender, EventArgs e) { if (!Processors.ContainsKey(textBox1.Text)) { Processors.Add(textBox1.Text, new MyProcessor()); } } private void button2_Click(object sender, EventArgs e) { MyProcessor currnt_processor = Processors[textBox1.Text]; Processors.Remove(textBox2.Text); currnt_processor.Dispose(); currnt_processor = null; GC.Collect(); } public class MyProcessor: IDisposable { private bool isDisposed = false; string x = ""; public MyProcessor() { for (int i = 0; i < 20000; i++) { //this line only to increase the memory usage to know if the class is dispose or not x = x + "gggggggggggg"; } this.Dispose(); GC.SuppressFinalize(this); } public void Dispose() { this.Dispose(true); GC.SuppressFinalize(this); } public void Dispose(bool disposing) { if (!this.isDisposed) { isDisposed = true; this.Dispose(); } } ~MyProcessor() { Dispose(false); } } i use "ANTS Memory Profiler" to monitor heap memory the disposing work only when i remove all keys from dictionary how can i destroy the class from heap memory ? thanks in advance

    Read the article

  • MVC Form and Dictionary Type

    - by Brian Schmitt
    I am attempting to use a property on my model that is of type Dictionary<string, string>. This dictionary is one of several other properties on the model, and I am using the dictionary as a key/value store to produce a 'dynamic' form. E.G.: User Name Settings A B I want to be able to submit and save any changes to settings A and B. I can submit the form and get my posted values in all my other fields, however the dictionary gets set to null. <%=Html.LabelFor(m => m.Name)%> <%=Html.DisplayFor(m => m.Name)%> <%=Html.LabelFor(m => m.Settings["A"])%> <%=Html.TextBoxFor(m => m.Settings["A"])%> <%=Html.LabelFor(m => m.Settings["B"])%> <%=Html.TextBoxFor(m => m.Settings["B"])%> Is there a better way to produce the dynamic form with a key/value pair? The actual code will be using partials (there several hundred variations), and the above is only a contrived example.

    Read the article

  • How to make Fluent NHibernate ignore Dictionary properties

    - by Matt Winckler
    I'm trying to make Fluent NHibernate's automapping ignore a Dictionary property on one of my classes, but Fluent is ignoring me instead. Ignoring other types of properties seems to work fine, but even after following the documentation and adding an override for the Dictionary, I still get the following exception when BuildSessionFactory is called: The type or method has 2 generic parameter(s), but 1 generic argument(s) were provided. A generic argument must be provided for each generic parameter. I've tried overriding by property name: .Override<MyClass>(map => { map.IgnoreProperty(x => x.MyDictionaryProperty); }) and also tried implementing ignores using a custom attribute, both of which result in the same exception from BuildSessionFactory. The only thing so far that makes this exception go away is removing the Dictionary property entirely. My question seems to be identical to this one which was never answered (though I'll expand the scope by stating it doesn't matter whether the dictionary is on an abstract base class; the problem always happens for me regardless of what class the property is on). Any takers this time around?

    Read the article

  • ASP.net MVC 2 EditorFor Dictionary Bind

    - by user307540
    Hi! I try this, but don't work. bemutatkozas@Modify = null all the time. public class Iroda { public Dictionary<int,string> bemutatkozas { get; set; } } public ActionResult Index() { var dct = new Dictionary<int, string>(); dct.Add(1, "magyar"); dct.Add(2, "angol"); dct.Add(3, "olasz"); return View(new Iroda { bemutatkozas = dct }); } [HttpPost] public ActionResult Modify(Dictionary<int,string> bemutatkozas) { return View(); } <% using (Html.BeginForm("Modify","Iroda")) {%> <%= Html.ValidationSummary(true) %> <fieldset> <legend>Fields</legend> <%= Html.EditorFor(o=>o.bemutatkozas,"MultiLanguageEditor") %> <p> <input type="submit" value="Save" /> </p> </fieldset> <% } %> <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<Dictionary<int, string>>" %> <% int i = 0; %> <% foreach (var s in Model) { %> <%= Html.Hidden(Html.ViewContext.ViewData.TemplateInfo.HtmlFieldPrefix+"["+i+"].key", s.Key) %> <%= Html.TextBox(Html.ViewContext.ViewData.TemplateInfo.HtmlFieldPrefix+"["+i+"].value",s.Value) %> <% i++; %> <% }%> Whats the solution? Thx!

    Read the article

< Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >