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  • Windows 7: Constant BSOD's and Laptop restarts

    - by Rogue
    This is the error that i get on restart: Problem signature: Problem Event Name: BlueScreen OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 16393 Additional information about the problem: BCCode: d1 BCP1: 00000004 BCP2: 00000002 BCP3: 00000000 BCP4: 8B19301D OS Version: 6_1_7600 Service Pack: 0_0 Product: 256_1 Files that help describe the problem: C:\Windows\Minidump\032610-17487-01.dmp C:\Users\ForceOne\AppData\Local\Temp\WER-30591-0.sysdata.xml Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt I'll upload the dump files if anyone wants them, anyone knws the solution to this? Extra Info: I have a Dell Inspiron 1525 with Windows 7

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  • How can I fix my WRT54GL's constant crashing?

    - by Aarthi
    I have a Linksys WRT54GL wireless router (the old blue-and-black) whose underside indicates it is Version 2. I've noticed that, on wireless mode, if I am on a Skype call or in a Google Hangout, the wireless aspect will crash completely. In addition, if I am connected via an ethernet cord, my quality (that is, how my voice is received) tanks very quickly. I suspect this is due, in part, to my internet connectivity itself (I'm on Comcast instead of Verizon FiOS, as I'd prefer) but I'd like to stop my wireless router's wireless capability from crashing. I considered a firmware upgrade, but it looks to me as if I am upgraded. Short of manually running ethernet all over my house, I'm not sure what to do. How can I solve my wireless router's issues? If the answer is "buy a new router," then that's valid, as well, in my opinion.

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  • Stop the constant random reboots of my GIGABYTE GA-B75M-D3V

    - by Frederic
    I've got some issues with a new system. It's rebooting constantly. The system consists of a: brand new: Gigabyte GA-B75M-D3V with F9 BIOS (latest) Intel Core i5-3470 Ivy Bridge 2x 8GB G.SKILL Ripjaws 1600MHz memory (mem-tested x-86) coming from a stable system: Creative Soundcard X-FI Titanium Asus Radeon HD4850 OCZ Vertex 3 120G SSD Sata 3 Hard disk 1TB Sata 2 ASUS Blu-ray Drive PSU 400w Connected peripherals : Toshiba tv (displayport on dvi of MB or HD4850) Wired mouse, wireless keyboard (logitech) Bluetooth usb key Azio main problem : it's not possible to read the errors from the MB. nothing on the manual neither on internet. At the beginning, I received a MB with graphic problems and the problem of rebooting. I RMA'd it. The new one doesn't have any graphic problems. but it's still constantly rebooting. I removed everything except the HD, the sound-card, the blu-ray drive and the wireless keyboard. It's still unexpectdly rebooting. I'm running a test with just the motherboard and the HD. I will update this text after the test. I've got some questions : Somebody have an idea of a test? The PSU could cause that problem? I used it a lot of years with the stable system. Update 1: BTW, if anyone has the same problem, the manual won't say it but you'll need to reset the bios between two tests (the screwdriver on the two pins) if you suspect a problem of compatibility .

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  • Installing Wordpress - constant PHP/MySQL extension appears missing

    - by Driss Zouak
    I've got Win2003 w/IIS6, PHP 5 and MySQL installed. I can confirm PHP is installed correctly because I have a testMe.php that runs properly. When I run the Wordpress setup, I get informed that Your PHP installation appears to be missing the MySQL extension which is required by WordPress. But in my PHP.ini in the DYNAMIC EXTENSIONS section I have extension=php_mysql.dll extension=php_mysqli.dll I verified that mysql.dll and libmysql.dll are both in my PHP directory. I copied my libmysql.dll to the C:\Windows\System32 directory. When I try to run the initial setup for WordPress, I get this answer. I've Googled setting this up, and everything comes down to the above. I'm missing something, but none of the instructions that I've found online seem to cover whatever that is.

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  • Frequent freezes with constant disk activity on SSD netbook

    - by SamsLembas
    I am running Arch Linux on an HP Mini 1000 with a SSD. The machine is a little under a year old and fairly heavily used. About a month ago the machine started freezing up. During the freezes, the system is almost completely unresponsive, seemingly especially for disk-intensive tasks such as launching an application for the first time since reboot. The disk activity led is always constantly illuminated during the freezes. After somewhere between 30 sec and 3 minutes, the machine returns to normal operation. I am pretty sure that the SSD is the source or the problem. Iotop reports a disk transfer rate of 0 during the freezes, so I think it must be getting "stuck" and simply not performing any r/w during the time. I can't seem to find any information on these symptoms on the Internet, so any input on exactly what might be the cause of this would be greatly appreciated. The machine is under warranty, but I would rather not deal with HP until I actually know what is going on. Thanks.

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  • Will Windows Barf on Constant Video Driver Overwrite?

    - by Maarx
    So, I've got a Win7 64-bit gaming PC with GTX 260's. Recently, StarCraft 2 had an issue with flickering, which NVidia fixed with a new set of drivers. However, these new drivers induce unplayable graphical errors with Neverwinter Nights 2, something me and my friends still play from time to time. I am seeking advice on the "best" way to rectify this situation, to be able to switch between two driver releases, without compromising the stability of my system (if Windows stability isn't an oxymoron). I'm wondering if Windows 7 is structured in such a way that I can constantly reinstall these two sets of drivers back and forth overtop each other, possibly six or eight times a day, without very quickly driving myself to reformat to maintain that "just like new" performance. I'm loathe to have to reformat the drive and maintain two copies of the operating system, but I'll do it if I have to.

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  • GroupWise 6.5 IMAP Service Shuts Down-Needs Constant Restarting

    - by Jeffrey Majette
    I have an issue with my aging (and soon to be replaced) GroupWise 6.5 system. The IMAP service in the GWIA tends to periodically shut down, requiring that I restart the service. When IMAP is down, my end users who use Blackberry BIS cannot send or receive email on their devices. It's a royal pain to have to restart the IMAP service several times a day. The GWIA logs do not seem to indicate a problem. I thought I was on to something yesterday. I discovered that the gwia.cfg file located in SYS:SYSTEM was actually from GW 6.0. The gwia.cfg in DOMAIN\WPGATE\GWIA was titled for GW 6.5 when opening the file for editing. I changed the generic placeholder info in the file to match my environment and restarted the gwia. However, it made no difference in performance. The IMAP service shuts down about 30 minutes after the last restart. I know this version of GW is antiquated. We are in the process of migrating to Google Apps. But, if anyone has an idea that could fix this issue, I and my end user community would be forever grateful!

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  • Constant prompts for credentials from one Mac Outlook 2011 client

    - by Top__Hat
    The majority of my Exchange users are all on Windows 7 and have no issues (at least using Outlook...) but a subset of the executives are ardent Mac users running Outlook 2011 for OS X. One of these clients is prompted every 5-10 minutes for credentials. Ticking the checkbox to remember credentials does not fix the situation. Mac version is 10.7.2. I have already removed and rebuilt the EWS virtual directory on my Client Access server. Outlook anywhere is set to NTLM authentication. None of the Microsoft clients are experiencing this issue. What else can I do to make this issue go away?

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  • Xubuntu Running Slower than windows with constant freezing

    - by Joseph
    So I switched my computer to Ubuntu after some issues with Windows, then switched the GUI to Xubuntu after I noticed Ubuntu and Unity were painfully slow. I'm running an i5 with 8 gigs of ram and I still experience at least one full freeze (where I can't do anything and have to unplug) per week. REISUB does nothing and never has. I am constantly running Virtualbox because I still need Windows. Any thoughts to prevent this annoying freezing?

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  • Constant crashes in windows 7 64bit when playing games

    - by yx.
    I've tried everything I can possibly think of in trying to fix this problem and I'm totally out of ideas, so any help would be appreciated: The problem: whenever I fire up a game, it works for a short while with no problems and then it would crash. Either its a hard crash, forcing me to reboot, or windows would report that the display driver has stopped working and recovered. Here is a list of things I've already tried: Drivers - tried the latest drivers (catalyst 9.12) as well as the stock drivers that came with the video card. Also have the latest BIOS/chipset Memtest - Ran Memtest86+ overnight, had no problems, the windows diagnostic tool also does not find any problems. Overheating - Video card/cpu temperatures are well below peak (42 and 31 Celsius receptively) PSU Voltage - CPUID shows that the voltage levels are all above what they should be. The PSU itself is only roughly 16 months old and is a good model. HDD - No errors when checked GPU - Brand new (replaced previous card since I thought it was the problem, apparently not) Overclocking - Everything is at stock levels, memory voltage is set to manufacturer's standard Specs: Motherboard: ASUS P5Q Pro CPU: Core 2 Duo E8400 3.0 ghz OS: Windows 7 home premium 64 bit Memory: Mushkin Enhanced 4GB DDR2 GPU: Sapphire HD 5850 1GB PSU: SeaSonic M12 600W ATX12V DirectX: DX11 Event Viewer after a crash always has these logged: A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 1 The details view of this entry contains further information. A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 0 The details view of this entry contains further information. A previous card that I had (4850x2) also had these errors, so I changed video cards, but the same thing is happening.

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  • Why use constants in programming?

    - by Adam N
    I've just been going back over a bit of C studying using Ivor Horton's Beginning C book. I got to the bit about declaring constants which seems to get mixed up with variables in the same sentence. Just to clarify, what is the difference in specifying constants and variables in C, and really, when do you need to use a constant instead of a variable? I know folks say to use a constant when the information doesn't change during program execution but I can't really think of a time when a variable couldn't be used instead. Thanks

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • "uninitialized constant Authlogic"

    - by RailAddict
    Just followed the Authlogic tutorial. I am getting "uninitialized constant Authlogic" when I try run the app. After searching, I can see that it has to do with gems/plugins but I can't find a solution. Edit: My UserSession model is: class UserSession < Authlogic::Session::Base end

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  • Getting uninitialized constant error when trying to run tests

    - by Ethan
    I just updated all my gems and I'm finding that I'm getting errors when trying to run Test::Unit tests. I'm getting the error copied below. That comes from creating new, empty Rails project, scaffolding a simple model, and running rake test. Tried Googling "uninitialized constant" and TestResultFailureSupport. The only thing I found was this bug report from 2007. I'm using OS X. These are the gems that I updated right before the tests stopped working: $ sudo gem outdated Password: RedCloth (4.2.1 < 4.2.2) RubyInline (3.8.1 < 3.8.2) ZenTest (4.1.1 < 4.1.3) bluecloth (2.0.4 < 2.0.5) capistrano (2.5.5 < 2.5.8) haml (2.0.9 < 2.2.1) hoe (2.2.0 < 2.3.2) json (1.1.6 < 1.1.7) mocha (0.9.5 < 0.9.7) rest-client (1.0.2 < 1.0.3) thoughtbot-factory_girl (1.2.1 < 1.2.2) thoughtbot-shoulda (2.10.1 < 2.10.2) Has anyone else seen this issue? Any troubleshooting suggestions? UPDATE On a hunch I downgraded ZenTest from 4.1.3 back to 4.1.1 and now everything works again. Still curious to know if anyone else has seen this or has any interesting comments or insights. $ rake test (in /Users/me/foo) /usr/local/bin/ruby -I"lib:test" "/usr/local/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/unit/helpers/users_helper_test.rb" "test/unit/user_test.rb" /usr/local/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:105:in `const_missing': uninitialized constant Test::Unit::TestResult::TestResultFailureSupport (NameError) from /usr/local/lib/ruby/gems/1.8/gems/test-unit-2.0.2/lib/test/unit/testresult.rb:28 from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' from /usr/local/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:158:in `require' from /usr/local/lib/ruby/gems/1.8/gems/test-unit-2.0.2/lib/test/unit/ui/testrunnermediator.rb:9 from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' from /usr/local/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:158:in `require' ... 6 levels... from /usr/local/lib/ruby/1.8/test/unit/autorunner.rb:214:in `run' from /usr/local/lib/ruby/1.8/test/unit/autorunner.rb:12:in `run' from /usr/local/lib/ruby/1.8/test/unit.rb:278 from /usr/local/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake/rake_test_loader.rb:5 /usr/local/bin/ruby -I"lib:test" "/usr/local/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/functional/users_controller_test.rb"

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  • Can overloading is possible with two version of function, constant member function and function with

    - by GG
    Hello, I just came across various overloading methods like type of parameter passed, varying number of parameters, return type etc. I just want to know that can I overload a function with following two version //function which can modify member String& MyClass::doSomething(); //constant member function String& MyClass::doSomething() const; Please let me know the reason behind it. Thanks, GG

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  • NameError at / uninitialized constant Sass::SyntaxError

    - by Ivo Sabev
    I am using Padrino and when I try to specify my application.sass file I get this error NameError at / uninitialized constant Sass::SyntaxError I thought I might have something missing, so I checked out the sample_blog application at their GIT to verify my SASS is working correct. It was working correct and the blog app was running fine. Then I decided to change a line in the blog's application.sass and I got this error. I am using TextMate to edit the file. Weird indeed, any advices?

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  • Authlogic OpenID error: uninitialized constant OpenIdAuthentication::InvalidOpenId

    - by Bayard Randel
    Using authlogic 2.1.3, and authlogic-oid 1.0.4 I receive the following error as soon as rails hits a controller making a request to an OpenID provider: uninitialized constant OpenIdAuthentication::InvalidOpenId I also have the following installed: rack-openid (0.2.1) ruby-openid (2.1.7) rails/open_id_authentication plugin Gems in environment.rb are configured as such: config.gem "authlogic" config.gem "authlogic-oid", :lib => "authlogic_openid" config.gem "ruby-openid", :lib => "openid" Any suggestions would be appreciated, thank you.

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  • Gem installed and require but "Constant missing"

    - by Tom Andrews
    I have installed the gem 'simple_uuid' but nothing seems to be working. Using irb and running the following: require 'rubygems' require 'simple_uuid' is fine, both return true. But running the following: // Class added by simple_uuid UUID.new returns NameError: uninitialized constant UUID from (irb):3 from :0 I'm a ruby newbie, so don't assume much in the answers. Thanks.

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  • Authlogic_OpenID - "uninitialized constant Rack::OpenID"

    - by Micah Alcorn
    So I followed the railscast tutorial (http://railscasts.com/episodes/170-openid-with-authlogic) and used the old version of the plugin from Ryan's git file. I can now successfuly create/register a user using OpenID (Google), but I cannot log in with this user. When I submit the OpenID that has been registered, I get "uninitialized constant Rack::OpenID". Any ideas? Thanks!

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  • Contains performs MUCH slower with variable vs constant string SQL Server

    - by Greg R
    For some unknown reason I'm running into a problem when passing a variable to a full text search stored procedure performs many times slower than executing the same statement with a constant value. Any idea why and how can that be avoided? This executes very fast: SELECT * FROM table WHERE CONTAINS (comments, '123') This executes very slowly and times out: DECLARE @SearchTerm nvarchar(30) SET @SearchTerm = '123' SET @SearchTerm = '"' + @SearchTerm + '"' SELECT * FROM table WHERE CONTAINS (comments, @SearchTerm) Does this make any sense???

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  • Which programming languages support constant methods?

    - by Derek Mahar
    Which programming languages other than C++ support the concept of a constant class method? That is, what languages allow the programmer to constrain a method in such a way that it is guaranteed not to change the state of an object to which the method is applied? Please provide examples or references in your answer.

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