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  • Will increasing RAM improve Lightroom 3 large tiff loading times

    - by andy
    Set up: mid 2009 17" unibody MacBook Pro 4GB RAM 2.66 Core 2 Duo Snow Leopard 10.6.6 Lightroom 3 When working with 12 MegaPixel RAW files from a Nikon D700, no problem. Lightroom is fine. Recently I've been scanning film and they result in large tiff files, about 130mb each. The tiff files themselves are good, and I'm happy with my scanning workflow. Working with these files in Lightroom is perfectly fine, except for one step. When I choose one of these photos in the Develop module, Lightroom displays the "Loading" on the image for about a minute or two, which is quite long. Once the image is loaded, then everything is fine again, and applying effects is instant. So my only issue is reducing that "loading" time in the develop module (the library module is fine too). Will increasing my RAM to 8GB help? I'm worried about spending the money and it not making any difference. thanks andy

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  • CPU Lockup when loading folder of bookmarks in Firefox

    - by Gary M. Mugford
    I am running Firefox 3.6 on WinXPSP3 on a duo Core machine with 4G of memory. I am also running Avast! free anti-virus and ZoneAlarm free firewall, both latest versions. Within the last month, my service provider basically forced me to upgrade to a Docsis 3.0 compliant modem (offered me a deal I couldn't turn down). At that point, I also upgraded to FF3.6. Basically, I am not unhappy with many aspects of this switchover, EXCEPT, when I now load a folder of bookmarks (anywhere from 10 to 38) I get nothing like the load times I experienced a couple of months back. It's taking minutes rather than seconds. And the first bookmark in one of the folders, GMail, rarely loads before timing out. I have used the old trick of powering off the cable modem before my day's work. This used to fix 'load-lag' in the old days. I have switched from my ISP's DNS server to Google, OpenDNS and back. And nothing seems to work currently. It's not my DNS cache. That's been flushed and secondary computers also have the same issue when loading folders. I have watched the CPU usage and loading the folder will send VSMon (ZoneAlarm) usage over 40 percent, AVastSvc (Avast!) over 30 and Firefox will then push the needle to 100. There's a brief burst by SVCHost when the others falter in devouring cycles. Then everything subsides to single digits once the last tab is loaded. The only other nominal nastiness is VSMon ALWAYS hitting 50 percent when ANY program starts downloading content from the internet. If I shutdown ZoneAlarm (and VSMon with it), the same slow loading takes place, but this time System is running 50% plus, again driving the usage to 100 per cent. I have my doubts FF3.6 vs FF3.5 is an issue, since the other computers are still running 3.5 and suffer the same issue. Those computers are on, but inactive, most of the time, being backups. Obviously, when the CPU hits 100, I can't do much of anything in FireFox OR in other programs. Video play through WMPC or VLC is extremely choppy, although it doesn't seem to affect the audio. Any ideas what I can try next? Thanks, GM

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  • Error while loading shared libraries - libwebsock

    - by kittyPL
    Im trying to setup libwebsock, simple C websocket library. I followed the installation procedure from INSTALL file, everything went fine. Im able to compile test program given in the examples. But when I want to run my executable, wild error appears: ./echo: error while loading shared libraries: libwebsock.so.1: cannot open shared object file: No such file or directory I checked /usr/local/lib twice, libwebsock.so.1 exists and is doing very well. I also tried copying the lib to the echo folder (so its placed next to binary), still same error. It's quite funny for me: shadowz@Ubu:~/WebSocket$ ls echo echo.c echo.cpp libwebsock.so.1 shadowz@Ubu:~/WebSocket$ ./echo ./echo: error while loading shared libraries: libwebsock.so.1: cannot open shared object file: No such file or directory Any suggestions? Im running out of ideas...

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  • Error loading operating system WinXP Pro

    - by Jakesan
    So im getting the error "Error loading operating system" when the computer tries to boot to a fresh install of WinXP Pro. To get to this point, I: Shrunk the only partition with Gparted to 33GB Copied the partition to the end of the 200GB drive Enlarged the first one to fill the space Formatted the first partition to NTFS Set the first partition to boot, tagged the latter to hidden, removed boot flag This was done all under Hiren's BootCD. Now this is where it goes down the drain. I installed XP Pro SP1a from its CD, and chose to quick format the partition. Now after the OS was installed, I can't start XP without using the default menu action from Hiren's BootCD. All I am greeted with is the "error loading operating system" message. I tried to use the XP recovery to fixboot, fixmbr and bootcfg /rebuild (dont remember if the command was like this, anyway the 3 suggested commands). This did nothing. What am I missing here?

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  • VMware Infrastructure Web Access 2.0.0 stuck at "Loading"

    - by Gruber
    We have a Ubuntu 11 server running VMware virtual machines. We manage it using VMware Infrastructure Web Access 2.0.0. My colleague is able to use it successfully with Internet Explorer 9. However, I am stuck with an empty login page that says "Loading" in the title when trying to connect. It happens in all browsers (IE9, Firefox, Chrome, Opera). My colleague also gets stuck at "Loading" if he tries another browser. How can I resolve this problem?

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  • Google docs spreadsheet not loading

    - by Pythonista's Apprentice
    I have a Google spreadsheet with a lot of very important data and some scripts that where working well. At some point, the brownser crash and I reload the page. After that, I can't acess that (only that!) spreadsheet any more! I try it from other Google accounts but it doesn't work. All I get is the "Loading..." message in the brownser tab and nothing more (the loading process never completes). I also can't: copy the file or download it! Ie, I can lose all the information in my spreadsheet and also lose all my scripts! (I never think something like this could hapen with a Google Product) How can I solve this problem? Thanks in advance for any help!

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  • xaml : Retrigger opacity animation on multiple conditions

    - by Sdry
    I have a problem figuring out how datatriggers and multidatatriggers work. I am trying to display a message, and depending on the type of message keep it displayed( + having a background), or having it fade out by a double animation on the opacity property (+ having a transparent background). My xaml view has a game object as datacontext, which has a dependency property of type GameMessage, of which the constructor looks like this: public GameMessage(bool containsMessage, string message, bool canFadeAway) { ContainsMessage = containsMessage; Message = message; CanFadeAway = canFadeAway; } pretty straight forward, I want to display the message when ContainsMessage =equals true, and trigger a fade out animation if canFadeAway equals true. But also set the background based on canFadeAway. <Canvas Name="messageCanvas" Width="300" Height="100" Style="{StaticResource fadeInOut}"> <TextBlock Name="txtMessage" Text="{Binding Path=GameMessage.Message}" Canvas.Top="25" Canvas.Left="0" Foreground="{StaticResource MessageForegroundBrush}"> </TextBlock> </Canvas> Now, the Style and triggers is where I get into trouble: <Style.Triggers> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding Path=GameMessage.ContainsMessage}" Value="True"/> <Condition Binding="{Binding Path=GameMessage.CanFadeAway}" Value="False"/> </MultiDataTrigger.Conditions> <Setter Property="Background" Value="{StaticResource MessageBackgroundBrush}" /> <Setter Property="Opacity" Value="8" /> </MultiDataTrigger> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding Path=GameMessage.ContainsMessage}" Value="True"/> <Condition Binding="{Binding Path=GameMessage.CanFadeAway}" Value="True"/> </MultiDataTrigger.Conditions> <Setter Property="Background" Value="Transparent" /> <Setter Property="Opacity" Value="8" /> </MultiDataTrigger> <DataTrigger Binding="{Binding Path=GameMessage.CanFadeAway}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard > <Storyboard BeginTime="0:0:0" > <DoubleAnimation Storyboard.TargetProperty="Opacity" From="8" To="0" Duration="0:0:1" BeginTime="0:0:0" /> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> <DataTrigger.ExitActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" To="8" Duration="0:0:0.1" /> </Storyboard> </BeginStoryboard> </DataTrigger.ExitActions> </DataTrigger> </Style.Triggers> </Style> The problem is in resetting the opacity when the GameMessage Property ( of type GameMessage) is of type true,msg",true, and gets replaced by a GameMessage object of the same kind. The opcacity remains 0, and messages only get restored again when I have a message of kind true,"msg,false. After the animation, the opacity is 0, and where I would expect the second multidatatrigger to set it back to 8, and then have the animation performed by the Datatrigger, it doesnt. What would be the best way to get this working ?

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  • How to specify selector when CAKeyframeAnimation is finished?

    - by darenchow
    I'm using a CAKeyframeAnimation to animate a view along a CGPath. When the animation is done, I'd like to be able to call some other method to perform another action. Is there a good way to do this? I've looked at using UIView's setAnimationDidStopSelector:, however from the docs this looks like it only applies when used within a UIView animation block (beginAnimations and commitAnimations). I also gave it a try just in case, but it doesn't seem to work. Here's some sample code (this is within a custom UIView sub-class method): // These have no effect since they're not in a UIView Animation Block [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"path"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.duration = 1.0f; CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, self.center.x, self.center.y); // add all points to the path for (NSValue* value in myPoints) { CGPoint nextPoint = [value CGPointValue]; CGPathAddLineToPoint(path, NULL, nextPoint.x, nextPoint.y); } pathAnimation.path = path; CGPathRelease(path); [self.layer addAnimation:pathAnimation forKey:@"pathAnimation"]; A workaround I was considering that should work, but doesn't seem like the best way, is to use NSObject's performSelector:withObject:afterDelay:. As long as I set the delay equal to the duration of the animation, then it should be fine. Is there a better way? Thanks!

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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • inconsistent setTexture behavior in cocos2d on iPhone after using CCAnimate/CCAnimation

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • javascript accordion - tracking time question

    - by JohnMerlino
    Hey all, I was reading up on this javascript tutorial: http://www.switchonthecode.com/tutor...ccordion-menus Basically, it shows you how to create an accordion using pure javascript, not jquery. All made sense to me until the actual part of tracking the animation. He says "Because of all that, the first thing we do in the animation function is figure out how much time has passed since the last animation iteration." And then uses this code: Code: var elapsedTicks = curTick - lastTick; lastTick is equal to the value of when the function was called (Date().getTime()) and curTick is equal to the value when the function was received. I don't understand why we are subtracting one from the other right here. I can't imagine that there's any noticeable time difference between these two values. Or maybe I'm missing something. Is that animate() function only called once every time a menu title is clicked or is it called several times to create the incremental animation effect? setTimeout("animate(" + new Date().getTime() + "," + TimeToSlide + ",'" + openAccordion + "','" + nID + "')", 33); Thanks for any response.

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  • iphone - keeping the last frame of a frame animation visible

    - by Mike
    I have this code UIImageView *sequence = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"balao_surge0.png"]]; NSMutableArray *array = [[NSMutableArray alloc] init] ; for (int i=0; i<30; i++) { UIImage *oneImage = [UIImage imageNamed:[NSString stringWithFormat:@"balao_surge%d.png",i]]; [array addObject:oneImage]; } sequence.animationImages = array; sequence.animationDuration = 2.0; sequence.animationRepeatCount = 1; [umaVista addSubview:sequence]; [sequence release]; sequence.startAnimating; The animation plays fine, but after the last frame is shown, it vanishes. I would like to make it stay visible, that is, make the animation stop on the last frame. Is there any way to do that? thanks for any help.

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  • jquery animation callback - how to pass parameters to callback

    - by Hans
    I´m building a jquery animation from a multidimensional array, and in the callback of each iteration i would like to use an element of the array. However somehow I always end up with last element of the array instead of all different elements. html: <div id="square" style="background-color: #33ff33; width: 100px; height: 100px; position: absolute; left: 100px;"></div> javascript: $(document).ready(function () { // Array with Label, Left pixels and Animation Lenght (ms) LoopArr = new Array( new Array(['Dog', 50, 500]), new Array(['Cat', 150, 5000]), new Array(['Cow', 200, 1500]) ); $('#square').click(function() { for (x in LoopArr) { $("#square").animate({ left: LoopArr[x][0][1] }, LoopArr[x][0][2], function() { alert (LoopArr[x][0][0]); }); } }); }); ` Current result: Cow, Cow, Cow Desired result: Dog, Cat, Cow How can I make sure the relevant array element is returned in the callback?

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  • How can I use this animation code?

    - by O.C.
    I'm a newbie and I need some help. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I found some code on the net from someone who was trying to do something similar. He/she put this together, but there was no demo or instructions. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear: - (void) showProductDetail { . . . //////////////////////////////////////////////////////////////////////// // THIS IS A STRAIGHT SCALE ANIMATION RIGHT NOW. I WANT TO REPLACE THIS // WITH A BOUNCY RUBBER-BAND ANIMATION _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; _productDetail.transform = CGAffineTransformMakeScale(1,1); [UIView commitAnimations]; } . . . } This is the code I found: float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } Thanks in advance for any help that you can give me.

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  • webkit translateX animation is rolling back to initial position

    - by Cedric Dugas
    I am trying to do a images gallery for mobile webkit, The only way it is actually fast enough is using the hardware accelerated translateX . My problem is that the div take back its initial position at the end of the animation. I add the slideGalLeft class cliking on the left button. to the animated div You can see an example here, in the callback events section: http://position-absolute.com/jqtouch/demos/main/#home .slideGalLeft { -webkit-animation-name: slideColis; } @-webkit-keyframes slideColis { from { -webkit-transform: translateX(0%); } to { -webkit-transform: translateX(-100%); } }

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  • Why CABasicAnimation will send the layer's view to back and front?

    - by ohho
    There are two UIViews of similar size. UIView one (A) is originally on top of UIView two (B). When I try to perform a CABasicAnimation transform.rotation.y on A's layer: CABasicAnimation *rotateAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.y"]; CGFloat startValue = 0.0; CGFloat endValue = M_PI; rotateAnimation.fromValue = [NSNumber numberWithDouble:startValue]; rotateAnimation.toValue = [NSNumber numberWithDouble:endValue]; rotateAnimation.duration = 5.0; [CATransaction begin]; [imageA.layer addAnimation:rotateAnimation forKey:@"rotate"]; [CATransaction commit]; During the animation, the animating layer's UIView (A) will be: sent back (A is suddenly behind B) rotating ... passed second half of the animation sent front (A is now on top of B again) Is there a way to keep A on top of B for the whole animation period? Thanks! UPDATE: project source is attached: FlipLayer.zip

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  • Is there a way to pause a CABasicAnimation?

    - by mclaughlinj
    I have a basic spinning animation of the iPhone. Is there any way that I can "pause" the animation so that the position of the view will be maintained? I guess one way of doing this would be to cause the animation to "complete" instead of calling "remove" on it, how would I do that? CABasicAnimation* rotationAnimation; rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"]; rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2]; rotationAnimation.duration = 100; rotationAnimation.cumulative = YES; rotationAnimation.repeatCount = HUGE_VALF; rotationAnimation.removedOnCompletion = NO; rotationAnimation.fillMode = kCAFillModeForwards; [myView.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];

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  • Animating resizing and moving UIView at the same time

    - by chouchou
    I'd like to "Stretch" a UIView to the right side, meaning increase it's frame.size.width by foo pixels and at the same time decreasing it's frame.origin.x by foo pixels, using [UIView beginAnimations] syntax. However, if I do that, when the animation begins the view immediately resizes, and then starts the animation for the origin. CGRect currFrame = someView.frame; currFrame.size.width += 100; currFrame.origin.x -= 100; [UIView beginAnimations:@"Anim1" context:nil]; someView.frame = currFrame; [UIView setAnimationDuration:0.7]; [UIView commitAnimations]; I've also tried breaking the animation down to 2 parts but then I can't keep the right position in place. Any help is much appreciated!

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  • jQuery animation callback not working

    - by Tim
    Hey, if anyone could please help me then it would be much appreciated. Basically, I want to navigate to a new page once this animation has complete. Using the code below, the animation works fine but hen the navigation doesn't happen. Does anyone have any ideas or suggestions? Many thanks, Tim $("a").click(function(event){ event.preventDefault(); var driver = $(this).attr('href'); $(".content-center").animate({height: "0px"}, 500, function(){ navigate(driver); }); });

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  • Play Sound while UIImageView animating crashes the app?

    - by Rahul Vyas
    Hello all, I am having a strange problem in my app. I am creating a app in which i have 9 buttons on the view i want to play sound and animation same time. I am using UIImageview for this but i am having starnge behaviour sometimes sound play early and then animation runs.So how do i play them at same time? I am also having crash on device on a specific animation in which i have 60 jpg files. So what's the best way to do this?

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  • Text rendering blurred in Firefox and Internet Explorer using jQuery

    - by Sixfoot Studio
    Not sure what causes this? If I user slideDown in Firefox the text rendering cuts off the top of the letters before the animation is complete. This is ok in IE. If I then change the animation to use fadeIn instead, the blur does not happen in Firefox but the text is very jagged in IE. From another question I have asked in the past pertaining to animation, the guy told me that I should wrap that which I want to animate in another DIV and animate that instead. This sorted out the jerkiness caused by the padding on the content inside the .animateDiv. Is there a trick to the text rendering as well in jQuery

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  • Change element class without using css animation

    - by Akshat
    I have a class with the following type of css animaton .cssanimation { -webkit-transition: 0.2s all ease-in-out -o-transition: 0.2s all ease-in-out -moz-transition: 0.2s all ease-in-out transition: 0.2s all ease-in-out .. some other changes in position } I have the div <div id="thediv"> ... </div> $('#thediv').addClass('cssanimation') //animates the object I do use this animation at some point but sometimes I'd like to add it without invoking the animation Does Jquery have a way in which I can add classes without invoking their css animations?

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