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Title : Gakuen Mokushiroku HIGHSCHOOL OF THE DEAD
Japanese Title : 学園黙示録 HIGHSCHOOL OF THE DEAD
Official Site : http://www.geneonuniversal.jp/rondorobe/anime/hotd/
Category : -
Total Episodes : -
Genres : Action, Bishojo, Horror
Year Published : 2010
Release Date : 2010-07-05
Broadcaster : AT-X (Mon 11:30)
Studio : -
US Distribution : -

The world is over taken with a very deadly disease that turns humans into zombies. In Japan, several students of Fujimi High School, and the school nurse, band together to survive the present apocalypse. The story follows Takashi Komuro, one of the students who survived in the initial outbreak.

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Title : Naruto Shippuden
Japanese Title : NARUTO-ナルト- 疾風伝
Official Site : http://www.tv-tokyo.co.jp/anime/naruto/sippuuden/
Category : TV
Total Episodes : -
Genres : Action, Adventure, Comedy
Year Published : 2007
Studio : -
US Distribution : -

The second incarnation of the very popular NARUTO anime. This anime will feature Part II of the manga storyline which takes place two years after the events at the end of the Sasuke Retrieval arc.

The story revolves mainly around Naruto Uzumaki`s and Sakura Haruno`s new adventures and their search for Sasuke Uchiha after he left Konoha-gakure (Konoha Village) to gain Orochimaru`s power. The plot also shows a more active Akatsuki in their quest for obtaining all the tailed beasts.

After his failed attempt to retrieve Sasuke, Naruto learns that circumstances have granted him slightly less than three years to prepare for a confrontation with Orochimaru, who has to wait that much time before he can transfer into Sasuke`s body. Naruto also must prepare for his eventual confrontation with Akatsuki, who are after the demon sealed within him. To prepare, Naruto leaves the village and undergoes intensive training under Jiraiya. At the same time, Sakura becomes Tsunade`s apprentice, and Sasuke trains under Orochimaru. Thus, all three members of the original Team 7 are now training under one of the Legendary Sannin.


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Research 10 Java Exceptions.

1. ArrayIndexOutOfBoundsException
2. ArrayListException
3. NumberFormatException
4. IOException
5. FileNotFoundException
6. ArrayOutOfBoundsException
7. FontFormatException
8. TooManyListenersException
9. NegativeArraySizeException
10. InstantiationException

INHERITANCE
–As the name inheritance suggests an object is able to inherit characteristics from another object. In more concrete terms, an object is able to pass on its state and behaviors to its children. For inheritance to work the objects need to have characteristics in common with each other.

In Java, all classes, including the classes that make up the Java API, are subclassed from the Object superclass.

● Superclass
– Any class above a specific class in the class hierarchy.

● Subclass
– Any class below a specific class in the class hierarchy.

● Benefits of Inheritance in OOP : Reusability
– Once a behavior (method) is defined in a superclass, that behavior is automatically inherited by all subclasses.

– Thus, you can encode a method only once and they can be used by all subclasses.

– A subclass only needs to implement the differences between itself and the parent.

● Overriding Methods
– If for some reason a derived class needs to have a different implementation of a certain method from that of the superclass, overriding methods could prove to be very useful.

– A subclass can override a method defined in its superclass by providing a new implementation for that method.


●Final Classes
– Classes that cannot be extended
– To declare final classes,

we write,

public final ClassName{
. . .

}
● Final Methods
– Methods that cannot be overridden
– To declare final methods,
we write,

public final [returnType] [methodName]([parameters])
{
. . .
}
– Static methods are automatically final.
POLYMORPHISM
– The ability of a reference variable to change behavior according to what object it is holding.
– This allows multiple objects of different subclasses to be treated as objects of a single superclass, while automatically selecting the proper methods to apply to a particular object based on the subclass it belongs to.
● Abstract Class
– a class that cannot be instantiated.
– often appears at the top of an object-oriented programming class hierarchy, defining the broad types of actions possible with objects of all subclasses of the class.
INTERFACE
– is a special kind of block containing method signatures (and possibly constants) only.
– defines the signatures of a set of methods, without the body.
– defines a standard and public way of specifying the behavior of classes.
– allows classes, regardless of their locations in the class hierarchy, to implement common behaviors.
– NOTE: interfaces exhibit polymorphism as well, since program may call an interface method, and the proper version of that method will be executed depending on the type of object passed to the interface method call.




· OBJECT-ORIENTED PROGRAMMING

- is a method of implementation in which programs are organized as cooperative collections of objects, each of which represents an instance of some class, and whose classes are all members of one or more hierarchy of classes united via inheritance relationships.

OOP (Object-oriented programming) = encapsulated state + inheritance

Object-Oriented Design
– Focuses on object and classes based on real world scenarios
– Emphasizes state, behavior and interaction of objects
– Advantages:

·Faster development

·Increased quality

·Easier maintenance

·Enhanced modifiability

·Increase software reuse


· ENCAPSULATION
- Combine the data and the operations
- Enclosing of both variables and functions
- Keep details of the data and operations from the users of the ADT
- Once you have created an ADT for complex numbers, say Complex, you can use it in the same way like well-known data types such as integers.
– Principle of hiding design or implementation information not relevant
to the current object


· OBJECT
- An entity with unique identity that encapsulate state
- state can be accessed in a controlled way from outside
- The access is provided by means of methods (procedures that can directly access the internal state)


· CLASS
- A specification of objects in an incremental way
- By inheriting from other classes
- And specifying how its objects (instances) differ from the objects of the inherited classes


·CLASS VARIABLE
– Behave like a global variable
– Can be accessed by all instances of the class


·CLASS INSTANTIATION
The process of creating objects from a class is called instantiation. So an object is always an instance of a class which represents the blueprint.
The object is constructed using the class and must be created before being used in a program.
Objects are manipulated through object references (also called reference values or simply references)

Creating objects in Java usually follow these steps:

1- Declaration of a reference variable of the appropriate class which will store a reference to the object.
For example:

//declaring my car
Car myCar;

// declaring my father's car
Car myFatherCar ;

Or combined if they belong to the same appropriate class, separated by a comma:

//declaring my car and my father's car
Car myCar, myFatherCar ;


2- Creating an object
This involves using the new operator and calling a constructor to create an instance of the class.
The new operator returns a reference to a new instance of the Car class.
The reference can be assigned to a reference variable of the appropriate class, here: myCar and myFatherCar.

// instantiating myCar from the class Car,
//having the String "black" as parameter value.
myCar = new Car("black");

// instantiating myFatherCar from the class Car
//having the String "blue" as parameter value.
myFatherCar = new Car("blue");


Each object has a unique identity and has its own copy of the fields declared in the class.

The purpose of calling the constructor on the right side of the new operator is to initialize the newly created object.

The declaration and initialization can be combined:

// declaring and instantiating myCar from the class Car,
//having the String "black" as parameter value.
Car myCar = new Car("black");

// declaring and instantiating myFatherCar from the class Car
//having the String "blue" as parameter value.
Car myFatherCar = new Car("blue");


·METHOD
– Describes the behavior of an object
– Also called a function or a procedure
– Student registration system example


· METHOD DECLARATION

To declare methods we write,
(*) {
*
}
– where,
can carry a number of different modifiers
can be any data type (including void)
can be any valid identifier
::= [,]


· STATIC METHOD

public class StudentRecord {
private static int studentCount;
public static int getStudentCount(){
return studentCount;
}
}
– where,
· public- means that the method can be called from objects outside the class
· static-means that the method is static and should be called by typing,
[ClassName].[methodName]. For example, in this case, we call the method
StudentRecord.getStudentCount()
· int- is the return type of the method. This means that the method should return a
value of type int
· getStudentCount- the name of the method
· ()- this means that our method does not have any parameters


· PARAMETER PASSING

- Pass by Value refers to passing a constant or a variable
holding a primitive data type to a method, and

- Pass by Reference refers to passing an object
variable to a method. In both cases a copy of the variable is passed to the method.

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