SLES 15 KVM Setup: Make Selected VMs Start at Boot
Install the SLES 15 KVM and libvirt tools, enable the right host service, and configure selected virtual machines to start after a reboot.
One of the programs and content that students can build on ScratchJR is to create an animated scene. When creating an animated scene, students can build a lesson about a story related to the geographical history of that location. To build an animated scene, students need to know how to create multiple scenes, in which each scene is a stage with a corresponding background. Below are instructions for building an animated scene on ScratchJR
How to build animation scenes on ScratchJR
Step 1:
At the interface on ScratchJR, the user clicks the plus sign to create a new program. Then we proceed to change the background image for the first animation .
Step 2:
With the first character you will write commands for the cat according to your purpose , such as move then say Hello, then move again and at the end say Goodbye.

For example we have got the program for the character as shown below.
Step 3:
Continue to click below the move command to change the number of steps . A small table will appear for you to enter the number of steps you want. After entering the number of steps, click out to hide the numeric keypad interface.
Step 4:
Students click on the plus icon below the first scene as shown below to create another scene. Thus a new stage has been created for the character.
Step 5:
You also change the background, make some movements in the animation, add another saying for the cat in this second animation.
As a result, we have a new animation as shown below.
Step 6:
Next we will link the two animations together . You select the first animation , then click on the red command group which is the End command group in ScratchJR.
We drag the second animation down to the end of the animation 1 program as below to link the 2 animations together.
Now you will see the second animation displayed at the end of the first animation. You click the green flag icon to run animation 1 and automatically switch to animation 2 .
We continue to add other animations with the same operations as above.
In case you want to return to scene 1 in a circular style, at the last scene, you also click on the red command icon and drag scene 1 to the end.
Save your program in ScratchJR for future use.
Install the SLES 15 KVM and libvirt tools, enable the right host service, and configure selected virtual machines to start after a reboot.
Use systemd jobs and the previous boot journal to locate a slow service, mount, or storage dependency, then correct it without masking the cause.
Use firewall-cmd to inspect the active zone, allow HTTP safely, preserve SSH access, and verify that the rule survives a reload on SLES 15.
Trace a PAM failure to its service, account policy, or identity provider, then repair the right SLES configuration while preserving a working admin session.
Trace a failed kernel module at SLES startup, correct an obsolete boot entry or repair the required driver, and verify the next boot.
Prepare SCSI SAN paths, enable multipathd, inspect SUSE’s hardware defaults, and verify stable device maps without guessing array settings.
Find the process holding Zypper’s package lock, distinguish process conflicts from package locks, and retry updates without deleting lock files blindly.
Register SLE HA, bootstrap SLES 15 nodes, then add fencing, quorum, and tested service resources before relying on failover.
Trace a Zypper refresh error to SUSE, RMT, or a third-party endpoint, then apply the right server-side or cache fix without disabling essential updates.
Resolve SUSE LVM thin-pool space errors by checking data and metadata usage, expanding the pool safely, and preventing repeat outages.