Search Results

Search found 13757 results on 551 pages for 'mission design'.

Page 25/551 | < Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >

  • Making a Web Gui to design a Garden Layout

    - by paddydub
    I would like to design a web page Gui where users can design a simple interactive garden. The user would pick a template design and receive price estimates based on the design template and the dimensions entered. I'd like the user to be able to move items such as plants, stones and be able to adjust the dimensions of the grass, paving. I'm thinking i could make it using flash but I would like to know there are any other ways I could use to implement this?

    Read the article

  • What design pattern will you choose ?

    - by MemoryLeak
    I want to design a class, which contains a procedure to achieve a goal. And it must follow some order to make sure the last method, let's say "ExecuteIt", to behave correctly. in such a case, what design patter will you use ? which can make sure that the user must call the public method according some ordering. If you really don't know what I am saying, then can you share me some concept of choosing a design patter, or what will you consider while design a class?

    Read the article

  • How to study design patterns?

    - by Alien01
    I have read around 4-5 books on design patterns, but still I dont feel I have come closer to intermediate level in design patterns? How should I go studying design patterns? Is there any best book for design pattern? I know this will come only with experience but there must be some way to master these?

    Read the article

  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

    Read the article

  • Need design ideas generators.

    - by Clubspy
    Hello guys I am a web developer and sometimes I have to do some design myself for my customers but design actually is not my best thing to do. I am looking for a program that can help me getting fast and reliable design ideas but I am not looking for code generator like Artisteer. Actually design is a hard task and my designs always look ugly and messy.

    Read the article

  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

    Read the article

  • What makes my code DDD (domain-driven design) qualified?

    - by oykuo
    Hi All, I'm new to DDD and am thinking about using this design technique in my project. However, what strikes me about DDD is that how basic the idea is. Unlike other design techniques such as MVC and TDD, it doesn't seems to contain any ground breaking ideas. For example, I'm sure some of you will have the same feeling that the idea of root aggregates and repositories are nothing new because when you are was writing MVC web applications you have to have one single master object (i.e. the root aggregate) that contain other minor objects (i.e. value objects and entities) in the model layer in order to send data to a strongly typed view. To me, the only new idea in DDD is probably the "Smart" entities (i.e. you are supposed to have business rules on root aggregates) Separation between value object, root aggregate and entities. Can anyone tell me if I have missed out anything here? If that's all there is to DDD, if I update one of my existing MVC application with the above 2 new ideas, can I claim it's an TDD, MVC and DDD applcation?

    Read the article

  • Software or Photoshop plugins for professional photo album design

    - by Iain Fraser
    I am a graphic designer (among other things) and I'm used to doing magazine advertisements, brochures, posters and that sort of thing. Recently I was approached by a photographer who wants a graphic designer to produce wedding albums for him. I have already done a couple for him but I'm finding it hard to work by just arranging my layouts in Photoshop alone. It's very time consuming, but quite repetitive - especially when you're dealing with common page layouts. I know a lot of photographers use album design software to speed up the process a bit. What's the industry standard in terms of album design software?

    Read the article

  • Design Pattern Books, Papers or Resources for Non-Object Orientated Paradigms?

    - by FinnNk
    After viewing this video on InfoQ about functional design patterns I was wondering what resources are out there on design patterns for non-object orientated paradigms. There are plenty out there for the OO world (GOF, etc, etc) and for architecture (EoEAA, etc, etc) but I'm not aware of what's out there for functional, logic, or other programming paradigms. Is there anything? A comment during the video suggests possibly not - does anyone know better? (By the way, by design patterns I don't mean language features or data structures but higher level approaches to designing an application - as discussed in the linked video)

    Read the article

  • Should I use the factory design pattern for every class?

    - by Frog
    I've been writing a website in PHP. As the code becomes more complex, I keep finding problems that can be solved using the factory design pattern. For example: I've a got a class Page which has subclasses HTMLPage, XMLPage, etc. Depending on some input I need to return an object of either one of these classes. I use the factory design pattern to do this. But as I encounter this problem in more classes, I keep having to change code which still initiates an object using its constructor. So now I'm wondering: is it a good idea to change all code so that it uses the factory design pattern? Or are there big drawbacks? I'm currently in a position to change this, so your answers would be really helpful.

    Read the article

  • Is the structure used for these web pages a design pattern?

    - by aspdotnetuser
    I want to know if the structure for an ASP.NET website I'm working on uses a design pattern for it's web pages. If it is a design pattern, what is it called? The web pages have the following structure: UserDetails page (UserDetails.aspx) - includes UserDetailsController.ascx user control. UserDetailsController.ascx includes sub user controls like UserAccountDetails.ascx and UserLoginDetails.ascx etc Each sub user control contains a small amount of code/logic, the 'controller' user controls that host these sub user controls (i.e UserDetailsController.ascx) appear to call the business rules code and pass the data to the sub user controls. Is this a design pattern? What is it called?

    Read the article

  • How do you enhance your websites speed without compromising the design and access?

    - by Thorn007
    How do you enhance your websites load speed without killing the design and accessibility? File compression, CDN, Gzip? What are the best tools for doing so? For example, Google has optimized their site without compromising the design. Also, many website can kill the purity of their images with compression. Is there a way, more or lest best practice, to increase speed without compromising the design and accessibility? Note: sorry for being so vague but I don't know how else to phrase this question.

    Read the article

  • Where should I ask for feedbacks about web design? [closed]

    - by mariosangiorgio
    Possible Duplicate: Where can I get my website critiqued I am developing my personal website and I'd like to have feedbacks about its design. Is there any site/forum you would recommend me? I know that the best solution would be to hire a professional web designer and have him design my website, but I am also interested in understanding how to improve my design skills. Of course any recommended book, website, resource is more than welcome. I am not posting here the link to my home page because I think this Q/A site is more about web-development in general, but if you'd like to see my personal page and give some feedback I'll link it.

    Read the article

  • Design of Business Layer

    - by Adil Mughal
    Hi, We are currently revamping our architecture and design of application. We have just completed design of Data Access Layer which is generic in the sense that it works using XML and reflection to persist data. Any ways now we are in the phase of designing business layer. We have read some books related to Enterprise Architecture and Design so we have found that there are few patterns that can be applied on business layer. Table Pattern and Domain Model are example of such patterns. Also we have found Domain Driven Design as well. Earlier we decided to build Entities against table objects. But we found that there is difference in Entities and Value Objects when it comes to DDD. For those of you who have gone through such design. Please guide me related to pattern, practice and sample. Thank you in advance! Also please feel free to discuss if you didn't get any point of mine.

    Read the article

  • What design pattern do you use the most?

    - by spoon16
    I'm interested in understanding what design patterns people find themselves using often. Hopefully this list will help other recognize common scenarios and the associated design pattern that can be used to solve them. Please describe a common problem you find yourself solving and the design pattern(s) you use to solve it. Links to blogs or documentation describing the pattern are also appreciated. Edit: Please expand on your answers a bit, I would like this to be a useful reference for someone who wants to learn more about design patterns and is curious on what situations a specific design pattern might be used. Nobody has linked to any "more learning" resources.

    Read the article

  • Documenting a policy based design

    - by academicRobot
    I'm re-working some prototype code into a policy based design in C++, and I'm wondering what the best practice is for documenting the design. My current plan is to document: Policy hierarchy Overview of each policy Description of each type/value/function in each policy I was thinking of putting this into a doxygen module, but this looks like it will be a bit awkward since formatting will have to be done by hand without code to base the doc on (that is, documenting the policies rather than the implementation of the policies). So my questions are: Are there other aspects of the design that should be documented? Are there any tricks to doing this efficiently in doxygen? Is there a tool other than doxygen thats better suited to this? What are some examples of well documented policy based design? This is my first serious attempt at policy based design. I think I have a working grasp of the principles, but whatever naivety I expose in this question is fair game for an answer too.

    Read the article

  • Analysis and Design for Functional Programming

    - by edalorzo
    How do you deal with analysis and design phases when you plan to develop a system using a functional programming language like Haskell? My background is in imperative/object-oriented programming languages, and therefore, I am used to use case analysis and the use of UML to document the design of program. But the thing is that UML is inherently related to the object-oriented way of doing software. And I am intrigued about what would be the best way to develop documentation and define software designs for a system that is going to be developed using functional programming. Would you still use use case analysis or perhaps structured analysis and design instead? How do software architects define the high-level design of the system so that developers follow it? What do you show to you clients or to new developers when you are supposed to present a design of the solution? How do you document a picture of the whole thing without having first to write it all? Is there anything comparable to UML in the functional world?

    Read the article

  • Flow-Design Cheat Sheet &ndash; Part I, Notation

    - by Ralf Westphal
    You want to avoid the pitfalls of object oriented design? Then this is the right place to start. Use Flow-Oriented Analysis (FOA) and –Design (FOD or just FD for Flow-Design) to understand a problem domain and design a software solution. Flow-Orientation as described here is related to Flow-Based Programming, Event-Based Programming, Business Process Modelling, and even Event-Driven Architectures. But even though “thinking in flows” is not new, I found it helpful to deviate from those precursors for several reasons. Some aim at too big systems for the average programmer, some are concerned with only asynchronous processing, some are even not very much concerned with programming at all. What I was looking for was a design method to help in software projects of any size, be they large or tiny, involing synchronous or asynchronous processing, being local or distributed, running on the web or on the desktop or on a smartphone. That´s why I took ideas from all of the above sources and some additional and came up with Event-Based Components which later got repositioned and renamed to Flow-Design. In the meantime this has generated some discussion (in the German developer community) and several teams have started to work with Flow-Design. Also I´ve conducted quite some trainings using Flow-Orientation for design. The results are very promising. Developers find it much easier to design software using Flow-Orientation than OOAD-based object orientation. Since Flow-Orientation is moving fast and is not covered completely by a single source like a book, demand has increased for at least an overview of the current state of its notation. This page is trying to answer this demand by briefly introducing/describing every notational element as well as their translation into C# source code. Take this as a cheat sheet to put next to your whiteboard when designing software. However, please do not expect any explanation as to the reasons behind Flow-Design elements. Details on why Flow-Design at all and why in this specific way you´ll find in the literature covering the topic. Here´s a resource page on Flow-Design/Event-Based Components, if you´re able to read German. Notation Connected Functional Units The basic element of any FOD are functional units (FU): Think of FUs as some kind of software code block processing data. For the moment forget about classes, methods, “components”, assemblies or whatever. See a FU as an abstract piece of code. Software then consists of just collaborating FUs. I´m using circles/ellipses to draw FUs. But if you like, use rectangles. Whatever suites your whiteboard needs best.   The purpose of FUs is to process input and produce output. FUs are transformational. However, FUs are not called and do not call other FUs. There is no dependency between FUs. Data just flows into a FU (input) and out of it (output). From where and where to is of no concern to a FU.   This way FUs can be concatenated in arbitrary ways:   Each FU can accept input from many sources and produce output for many sinks:   Flows Connected FUs form a flow with a start and an end. Data is entering a flow at a source, and it´s leaving it through a sink. Think of sources and sinks as special FUs which conntect wires to the environment of a network of FUs.   Wiring Details Data is flowing into/out of FUs through wires. This is to allude to electrical engineering which since long has been working with composable parts. Wires are attached to FUs usings pins. They are the entry/exit points for the data flowing along the wires. Input-/output pins currently need not be drawn explicitly. This is to keep designing on a whiteboard simple and quick.   Data flowing is of some type, so wires have a type attached to them. And pins have names. If there is only one input pin and output pin on a FU, though, you don´t need to mention them. The default is Process for a single input pin, and Result for a single output pin. But you´re free to give even single pins different names.   There is a shortcut in use to address a certain pin on a destination FU:   The type of the wire is put in parantheses for two reasons. 1. This way a “no-type” wire can be easily denoted, 2. this is a natural way to describe tuples of data.   To describe how much data is flowing, a star can be put next to the wire type:   Nesting – Boards and Parts If more than 5 to 10 FUs need to be put in a flow a FD starts to become hard to understand. To keep diagrams clutter free they can be nested. You can turn any FU into a flow: This leads to Flow-Designs with different levels of abstraction. A in the above illustration is a high level functional unit, A.1 and A.2 are lower level functional units. One of the purposes of Flow-Design is to be able to describe systems on different levels of abstraction and thus make it easier to understand them. Humans use abstraction/decomposition to get a grip on complexity. Flow-Design strives to support this and make levels of abstraction first class citizens for programming. You can read the above illustration like this: Functional units A.1 and A.2 detail what A is supposed to do. The whole of A´s responsibility is decomposed into smaller responsibilities A.1 and A.2. FU A thus does not do anything itself anymore! All A is responsible for is actually accomplished by the collaboration between A.1 and A.2. Since A now is not doing anything anymore except containing A.1 and A.2 functional units are devided into two categories: boards and parts. Boards are just containing other functional units; their sole responsibility is to wire them up. A is a board. Boards thus depend on the functional units nested within them. This dependency is not of a functional nature, though. Boards are not dependent on services provided by nested functional units. They are just concerned with their interface to be able to plug them together. Parts are the workhorses of flows. They contain the real domain logic. They actually transform input into output. However, they do not depend on other functional units. Please note the usage of source and sink in boards. They correspond to input-pins and output-pins of the board.   Implicit Dependencies Nesting functional units leads to a dependency tree. Boards depend on nested functional units, they are the inner nodes of the tree. Parts are independent, they are the leafs: Even though dependencies are the bane of software development, Flow-Design does not usually draw these dependencies. They are implicitly created by visually nesting functional units. And they are harmless. Boards are so simple in their functionality, they are little affected by changes in functional units they are depending on. But functional units are implicitly dependent on more than nested functional units. They are also dependent on the data types of the wires attached to them: This is also natural and thus does not need to be made explicit. And it pertains mainly to parts being dependent. Since boards don´t do anything with regard to a problem domain, they don´t care much about data types. Their infrastructural purpose just needs types of input/output-pins to match.   Explicit Dependencies You could say, Flow-Orientation is about tackling complexity at its root cause: that´s dependencies. “Natural” dependencies are depicted naturally, i.e. implicitly. And whereever possible dependencies are not even created. Functional units don´t know their collaborators within a flow. This is core to Flow-Orientation. That makes for high composability of functional units. A part is as independent of other functional units as a motor is from the rest of the car. And a board is as dependend on nested functional units as a motor is on a spark plug or a crank shaft. With Flow-Design software development moves closer to how hardware is constructed. Implicit dependencies are not enough, though. Sometimes explicit dependencies make designs easier – as counterintuitive this might sound. So FD notation needs a ways to denote explicit dependencies: Data flows along wires. But data does not flow along dependency relations. Instead dependency relations represent service calls. Functional unit C is depending on/calling services on functional unit S. If you want to be more specific, name the services next to the dependency relation: Although you should try to stay clear of explicit dependencies, they are fundamentally ok. See them as a way to add another dimension to a flow. Usually the functionality of the independent FU (“Customer repository” above) is orthogonal to the domain of the flow it is referenced by. If you like emphasize this by using different shapes for dependent and independent FUs like above. Such dependencies can be used to link in resources like databases or shared in-memory state. FUs can not only produce output but also can have side effects. A common pattern for using such explizit dependencies is to hook a GUI into a flow as the source and/or the sink of data: Which can be shortened to: Treat FUs others depend on as boards (with a special non-FD API the dependent part is connected to), but do not embed them in a flow in the diagram they are depended upon.   Attributes of Functional Units Creation and usage of functional units can be modified with attributes. So far the following have shown to be helpful: Singleton: FUs are by default multitons. FUs in the same of different flows with the same name refer to the same functionality, but to different instances. Think of functional units as objects that get instanciated anew whereever they appear in a design. Sometimes though it´s helpful to reuse the same instance of a functional unit; this is always due to valuable state it holds. Signify this by annotating the FU with a “(S)”. Multiton: FUs on which others depend are singletons by default. This is, because they usually are introduced where shared state comes into play. If you want to change them to be a singletons mark them with a “(M)”. Configurable: Some parts need to be configured before the can do they work in a flow. Annotate them with a “(C)” to have them initialized before any data items to be processed by them arrive. Do not assume any order in which FUs are configured. How such configuration is happening is an implementation detail. Entry point: In each design there needs to be a single part where “it all starts”. That´s the entry point for all processing. It´s like Program.Main() in C# programs. Mark the entry point part with an “(E)”. Quite often this will be the GUI part. How the entry point is started is an implementation detail. Just consider it the first FU to start do its job.   Patterns / Standard Parts If more than a single wire is attached to an output-pin that´s called a split (or fork). The same data is flowing on all of the wires. Remember: Flow-Designs are synchronous by default. So a split does not mean data is processed in parallel afterwards. Processing still happens synchronously and thus one branch after another. Do not assume any specific order of the processing on the different branches after the split.   It is common to do a split and let only parts of the original data flow on through the branches. This effectively means a map is needed after a split. This map can be implicit or explicit.   Although FUs can have multiple input-pins it is preferrable in most cases to combine input data from different branches using an explicit join: The default output of a join is a tuple of its input values. The default behavior of a join is to output a value whenever a new input is received. However, to produce its first output a join needs an input for all its input-pins. Other join behaviors can be: reset all inputs after an output only produce output if data arrives on certain input-pins

    Read the article

  • Oracle Launches Mobile Applications User Experience Design Patterns

    - by ultan o'broin
    OK, you heard Joe Huang (@JoeHuang_Oracle) Product Manager for Oracle Application Development Framework (ADF) Mobile. If you're an ADF developer, or a Java (yeah, Java in iOS) developer, well now you're a mobile developer as well. And, using the newly launched Applications User Experience (UX) team's Mobile UX Design Patterns, you're a UX developer rockstar too, offering users so much more than just cool functionality. Mobile Design Pattern for Inline Actions Mobile design requires a different way of thinking. Use Oracle’s mobile design patterns to design iPhone, Android, or browser-based smartphone apps. Oracle's sharing these cutting edge mobile design patterns and their baked-in, scientifically proven usability to enable Oracle customers and partners to build mobile apps quickly. The design patterns are common solutions that developers can easily apply across all application suites. Crafted by the UX team's insight into Oracle Fusion Middleware, the patterns are designed to work with the mobile technology provided by the Oracle Application Development Framework. Other great UX-related information on using ADF Mobile to design task flows and the development experience on offer are on the ADF EMG podcast series. Check out FXAer Brian 'Bex' Huff (@bex of Bezzotech talking about ADF Mobile in podcast number 6 and also number 8 which has great tips about getting going with Android and iOS mobile app development too.

    Read the article

  • What modern design pattern / software engineering books for Java SE 6 do you recommend ?

    - by Scott Davies
    Hi, I am very familiar with Java 6 SE language features and am now looking for modern books that cover design patterns in Java for beginners as well as software engineering books that discuss architectures, algorithms and best practices in Java coding (sort of like the Effective C# books). I am aware of the classic GoF design patterns book, however, I'd like a more modern reference that takes advantage of the features of Java 6 SE. What books would you recommend ? Thanks, Scott

    Read the article

  • Software Architecture verses Software Design

    Recently, I was asked what the differences between software architecture and software design are. At a very superficial level both architecture and design seem to mean relatively the same thing. However, if we examine both of these terms further we will find that they are in fact very different due to the level of details they encompass. Software Architecture can be defined as the essence of an application because it deals with high level concepts that do not include any details as to how they will be implemented. To me this gives stakeholders a view of a system or application as if someone was viewing the earth from outer space. At this distance only very basic elements of the earth can be detected like land, weather and water. As the viewer comes closer to earth the details in this view start to become more defined. Details about the earth’s surface will start to actually take form as well as mane made structures will be detected. The process of transitioning a view from outer space to inside our earth’s atmosphere is similar to how an architectural concept is transformed to an architectural design. From this vantage point stakeholders can start to see buildings and other structures as if they were looking out of a small plane window. This distance is still high enough to see a large area of the earth’s surface while still being able to see some details about the surface. This viewing point is very similar to the actual design process of an application in that it takes the very high level architectural concept or concepts and applies concrete design details to form a software design that encompasses the actual implementation details in the form of responsibilities and functions. Examples of these details include: interfaces, components, data, and connections. In review, software architecture deals with high level concepts without regard to any implementation details. Software design on the other hand takes high level concepts and applies concrete details so that software can be implemented. As part of the transition between software architecture to the creation of software design an evaluation on the architecture is recommended. There are several benefits to including this step as part of the transition process. It allows for projects to ensure that they are on the correct path as to meeting the stakeholder’s requirement goals, identifies possible cost savings and can be used to find missing or nonspecific requirements that cause ambiguity in a design. In the book “Evaluating Software Architectures: Methods and Case Studies”, they define key benefits to adding an architectural review process to ensure that an architecture is ready to move on to the design phase. Benefits to evaluating software architecture: Gathers all stakeholders to communicate about the project Goals are clearly defined in regards to the creation or validation of specific requirements Goals are prioritized so that when conflicts occur decisions will be made based on goal priority Defines a clear expectation of the architecture so that all stakeholders have a keen understanding of the project Ensures high quality documentation of the architecture Enables discoveries of architectural reuse  Increases the quality of architecture practices. I can remember a few projects that I worked on that could have really used an architectural review prior to being passed on to developers. This project was to create some new advertising space on the company’s website in order to sell space based on the location and some other criteria. I was one of the developer selected to lead this project and I was given a high level design concept and a long list of ever changing requirements due to the fact that sales department had no clear direction as to what exactly the project was going to do or how they were going to bill the clients once they actually agreed to purchase the Ad space. In my personal opinion IT should have pushed back to have the requirements further articulated instead of forcing programmers to code blindly attempting to build such an ambiguous project.  Unfortunately, we had to suffer with this project for about 4 months when it should have only taken 1.5 to complete due to the constantly changing and unclear requirements. References  Clements, P., Kazman, R., & Klein, M. (2002). Evaluating Software Architectures. Westford, Massachusetts: Courier Westford. 

    Read the article

  • What design pattern shall I use in this question?

    - by iyad al aqel
    To be frank, this is a homework question, so I'll tell you my opinion. Can you let me know my mistakes rather than giving me the solution? This is the question : Assume a restaurant that only offers the following two types of meals: (a) a full meal and (b)an economic meal. The full meal consists of the following food items and is served in the following order: 1. Appetizer 2. Drink 3. Main dish 4. Dessert Meanwhile the economic meal consists of the following food items and is served in the following order: 1. Drink 2. Main dish Identify the most appropriate design pattern that can be used to allow a customer to only order using one of the two types of meals provided and that the meal components must be served in the given order. I'm confused between the Factory and the Iterator and using them both together. Using the factory Pattern we can create the two meals full and economic and provide the user with with a base object class that will decide upon. But how can we enforce the ordering of the elements, I thought of using the iterator along that will iterate through the the composite of the two created factories sort of speak. What do you think?

    Read the article

< Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >