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  • How do we know if a query is cache or retrieved from database?

    - by Hadi
    For example: class Product has_many :sales_orders def total_items_deliverable self.sales_orders.each { |so| #sum the total } #give back the value end end class SalesOrder def self.deliverable # return array of sales_orders that are deliverable to customer end end SalesOrder.deliverable #give all sales_orders that are deliverable to customer pa = Product.find(1) pa.sales_orders.deliverable #give all sales_orders whose product_id is 1 and deliverable to customer pa.total_so_deliverable The very point that i'm going to ask is: how many times SalesOrder.deliverable is actually computed, from point 1, 3, and 4, They are computed 3 times that means 3 times access to database so having total_so_deliverable is promoting a fat model, but more database access. Alternatively (in view) i could iterate while displaying the content, so i ends up only accessing the database 2 times instead of 3 times. Any win win solution / best practice to this kind of problem ?

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  • What's the topmost iframe in the same domain?

    - by Jakob Stoeck
    How can I get the topmost iframe which is in the same domain, i.e. iframe level 1 example.org iframe level 2 example.org iframe level 2 example.org iframe level 3 example.org <-- would give me iframe level 1 iframe level 1 other-example.org iframe level 2 example.org iframe level 2 example.org iframe level 3 example.org <-- would give me iframe level 2 iframe level 1 other-example.org iframe level 2 example.org iframe level 2 example.org <-- would give me iframe level 2 (this) I need it because I have a website which should work in an iframe of another domain and stand-alone. In this website there are scripts which depend on window.top which shouldn't be top but the topmost iframe in the same domain.

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  • getting web page data as json object?

    - by encryptor
    I have a url, the data of which page i need as a json object. I ve tried xmlhttprequest and ajaxobject both but doesnt work. It doesnt even give a responseText when I give it as an alert Ill post both the code snippets here. url = http://mydomain.com:port/a/b/c AJAX : var ajaxRequest = new ajaxObject(URL); ajaxRequest.callback = function (responseText,responseStatus) { alert(responseStatus); JSONData = responseText.parseJSON(); processData(JSONData); } USING xmlhttprequest: var client = new XMLHttpRequest(); client.open('GET',URL,true ); data = JSON.parse(client.responseText); alert(data.links.length); can someone please help me out with this. I understand cross scripting may be an issue, but how to come over it? and shouldn't then too it should give the alerts as zero or null

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  • Recursive function for a binary search in C++

    - by boomsnack
    Create a recursive function for the binary search. This function accepts a sorted array and a give item being search for and returns the index of the item if this give item in the array or returns -1 if this give item is not in the array. Moreover, write a test program to test your function. Sorry for the bad english but my teacher can not write it or speak it very well. This is for a final project and determines whether I graduate or not I went to the tutor and he did not know how to do it either. Any help is greatly appreicated.

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  • Allowing New Users to Invite Their Gmail Contacts

    - by John
    Hello, For my site, I would like to give new users the option to invite all of their Gmail contacts to join. What is the basic step-by-step process to set this up? (Also, is it necessary to buy an SSL for this?) Thanks in advance, John EDIT: My site has a basic login where users set up a username and password. I would like to give users the option to invite their Gmail contacts right after they create their new profile. I would also like to give them the option to invite their Gmail contacts anytime they want.

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  • When to use <strong> and when to use <b>?

    - by metal-gear-solid
    When to use <strong> and when to use <b> or other ways to give look of bold? strong has semantic value ( and useful for screen reader while b is presentation (and even valid in HTML 5). my question is not what is the difference between strong and b. The question is when to use semantic tag and when to use just to make text bold Should I always use <strong> if client's content files (MS word files) has some words bold in content paragraphs? How can we know when client want to give emphasis to text and when he just want to make text bold for presentation/aesthetic purpose? If it's client job to tell us, then how to explain this scenario to client to give us clear info on "when he just want to make text bold for presentation/aesthetic purpose" ?

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  • How to make technical training session useful and successful for trainee?

    - by metal-gear-solid
    Are these suggestions good to give for a successful training session? Practice time should be always given immediate after technical training? usually after receiving any technical session about any new thing we do routine work. If we don't do practice just after training, later when we do any work related to that training then we feel we need training again. So if we are getting training today and will not use it for some period of time (15 -30 -60 days) then the training is of no use, as it is at the wrong time. I.e. We will forget many things Any other suggestions which i should give? I'm trainee not trainer. What suggestion should i give to trainer/organizer?

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  • How I can put the border on the heading in bootstrap

    - by user1769787
    <table> <tr> <td> <div class="p-head">test</div> </td> <td> </td> <td> </td> </tr> <table> I am using bootstrap and the table td is going adjusted by the width of my p-head text. the problem is if I give p-head border then it's take border on more then the width of text. How I can give border then it's only show upon the text. if I give border to p-head then it's take border on some more places.

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  • How do I pick the most beneficial combination of items from a set of items?

    - by Chu
    I'm designing a piece of a game where the AI needs to determine which combination of armor will give the best overall stat bonus to the character. Each character will have about 10 stats, of which only 3-4 are important, and of those important ones, a few will be more important than the others. Armor will also give a boost to 1 or all stats. For example, a shirt might give +4 to the character's int and +2 stamina while at the same time, a pair of pants may have +7 strength and nothing else. So let's say that a character has a healthy choice of armor to use (5 pairs of pants, 5 pairs of gloves, etc.) We've designated that Int and Perception are the most important stats for this character. How could I write an algorithm that would determine which combination of armor and items would result in the highest of any given stat (say in this example Int and Perception)?

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  • PHP Form (post) Repeating input in a tabel

    - by Sef
    Hello, I have a form (with post method) that takes the following input: - a certain name - a number - 3 checkboxes All this input gets generated and calculated in a table.(html code within the php) Everything gets properly calculated and displayed in a table. So my question: How do i make it possible after giving all those input to give in more input? Meaning i have made a hyperlink that goes back to the form itself (where i can give the input). So i can give in new data, and after submiting that again the table now contains 2 rows of values insteed of just 1. Not really sure what exactly i need for this. Regards.

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  • Understanding behaviour of read() and write()

    - by neo730
    hi i am a student and just start learning low level c programming.i tried to understand read() and write() methods with this program. #include <unistd.h> #include <stdlib.h> main() { char *st; st=calloc(sizeof(char),2);//allocate memory for 2 char read(0,st,2); write(1,st,2); } i was expecting that it would give segmentation fault when i would try to input more than 2 input characters.but when i execute program and enter " asdf " after giving " as " as output it executes "df" command. i want to know why it doesn't give segmentation fault when we assign more than 2 char to a string of size 2.and why is it executing rest(after 2 char)of input as command instead of giving it as output only? also reading man page of read() i found read() should give EFAULT error,but it doesn't. I am using linux.

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  • SQL SERVER – Fix : Error 3623 – An invalid floating point operation occurred

    - by pinaldave
    Going back in time, I always had a problem with mathematics. It was a great subject and I loved it a lot but I only mastered it after practices a lot. I learned that mathematics problems should be addressed systematically and being verbose is not a trick, I learned to solve any problem. Recently one of reader sent me an email with the title “Mathematics problem – please help!” and I was a bit scared. I was good at mathematics but not the best. When I opened the email I was relieved as it was Mathematics problem with SQL Server. My friend received following error while working with SQL Server. Msg 3623, Level 16, State 1, Line 1 An invalid floating point operation occurred. The reasons for the error is simply that invalid usage of the mathematical function is attempted. Let me give you a few examples of the same. SELECT SQRT(-5); SELECT ACOS(-3); SELECT LOG(-9); If you run any of the above functions they will give you an error related to invalid floating point. Honestly there is no workaround except passing the function appropriate values. SQRT of a negative number will give you result in real numbers which is not supported at this point of time as well LOG of a negative number is not possible (because logarithm is the inverse function of an exponential function and the exponential function is NEVER negative). When I send above reply to my friend he did understand that he was passing incorrect value to the function. As mentioned earlier the only way to fix this issue is finding incorrect value and avoid passing it to the function. Every mathematics function is different and there is not a single solution to identify erroneous value passed. If you are facing this error and not able to figure out the solution. Post a comment and I will do my best to figure out the solution. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • SQL SERVER – Quick Look at SQL Server Configuration for Performance Indications

    - by pinaldave
    Earlier I wrote SQL SERVER – Beginning SQL Server: One Step at a Time – SQL Server Magazine. That was the first article on the series of my real world experience of Performance Tuning experience. I have written second part the same series over here. Read second part over here: Quick Look at SQL Server Configuration for Performance Indications. In this second part I talk about two types of my clients. 1) Those who want instant results 2) Those who want the right results It is really fun to work with both the clients. I talk about various configuration options which I look at when I try to give very early opinion about SQL Server Performance. There are various eight configurations, I give quick look and start talking about performance. Head over to original article over here: Quick Look at SQL Server Configuration for Performance Indications. Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • BSON Serialization

    BSON is a binary-encoded serialization of JSON-like documents, which essentially means its an efficient way of transfering information. Part of my work on the MongoDB NoRM drivers, discussed in more details by Rob Conery, is to write an efficient and maintainable BSON serializer and deserializer. The goal of the serializer is that you give it a .NET object and you get a byte array out of it which represents valid BSON. The deserializer does the opposite - give it a byte array and out pops your object....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Identifier for the “completed” stage of a process: 0, 99, something else?

    - by Arnold Sakhnov
    Say, that you are handling a multi-step process (like a complex registration form, with a number of steps the user has go through in order). You need to be able to save the current state of the process (e.g. so the user can come back to that registration form later and continue form the step where they were left off). Obviously, you’ll probably want to give each “step” an identifier you can refer to: 1, 2, 3, 4, etc. You logic will check for this step_id (or whatever you call it) to render the appropriate data. The question: how would you identify the stage after the final step, like the completed registration state (say, that you have to give that last “step” its own id, that’s how your logic is structured). Would it be a 0, 999, a non-integer value, something else entirely?

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  • OpenVpn: Setting Up Openvpn in Ubuntu 10.04

    - by Deepak
    I am trying to setup OpenVpn Server on Ubuntu 10.04. I am not good in network concepts so its hard to understand the IP address that are given in the setup tutorial.. I could find many sites to setup openvpn server but i have few doubts in it. 1.I am mainly setting up the server to make it work for ANDROID.. So Plz give me a server setup link which will work for Android.. 2.I am setting up the server in my home and my system IP is 192.x.x.x . It will be useful if u share where i should give this IP address in the tutorial (which u share).. Plz help me as i am searching for this many days.. Regards, Deepak

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  • Block access to specific applications

    - by Jason Aren
    I would like to give several users rights to a computer running Ubuntu to do most administrative functions such as add/remove programs, save files, make settings changes, etc. However, I would like to block them from using several specific applications. Is this possible, and how would I do so? To provide a bit more detail: I am trying to set up Gnome Nanny to block adult websites from my kids' computer. I'd like to give them full access to the computer ACCEPT for Gnome Nanny. Windows has a program called K9 that cannot be turned off or uninstalled unless the user has the password EVEN if the user is an admin. Sounds like this isn't available on Ubuntu without a rather involved process of setting permissions on a large list of applications and functions to mimic admin rights.

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  • How do I install an equalizer in Rhythmbox?

    - by sayth
    Previous I have never used rhythmbox by default because it seemed to be lacking in features to me. Just my personal opinion. With rhythmbox back in 12.04 will ubuntu give it some attention to give it some usability one thing that was majorly missing on my last use of rhythmbox was an equalizer which is the most basic of requirements for an audio player let alone a preamp. I have searched and found that on the rhythmbox website the plugin is available but in the plugins menu of rhythmbox it is not there. I searched google and there are many guides from 2009 trying to install the equalizer. there is nothing recent and one would assume this would be a default plugin, there is no point after all searching for cover art if your music doesn't sound right. How can I easily install the equalizer in 12.04?

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • How do one improve him/her problem-solving ability ?

    - by gcc
    How can one improve him/her problem-solving ability? Every one says same thing "a real programmer knows how to handle real problem", but they forget how they learn this ability, or where (I know in school, no one gives us any ability, of course in my opinion). If you have any idea except above ones, feel free when you give your advice solve more problems do more exercises, write code, search google then write more ... For me, my question is like "Use complex/known library instead of using your own." In other words,t I want your presonal experience, book recommendation, web page on problem solving. Moreover, look your problem-solving method and give us your personal ability as if it is an algorithm

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