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Is the Ford STD next?) In regard to the Pontiac GTO, there wasn't any racing series to homologate the LeMans, for in fact there was a GM corporate edict against official involvement in racing. Pontiac does, however, get credit for jump-starting the alphabet-soup trend in domestic vehicle naming. How Many GTOs Did Pontiac Build?Photo: The one-year-only, colonnade-style Pontiac GTO of 1973The official records for Pontiac GTO production cover the years between 1964 and 1970, but the GTO was officially offered continuously through the 1974 model year, then reappeared briefly from 2004 to 2006. Between 1964 and 1970, Pontiac built 486,560 GTOs. As far as how many versions of the GTO were built, that would be five. These include the year ranges 1964 to 1967 (original-flavor A-body), 1968 to 1972 (second-generation A-body), 1973 (colonnade A-body), 1974 (X-body), and 2004 to 2006 (Holden V-body). Related: 10 Weird GM Muscle Cars You've Never Heard OfThe Holden Monaro-Based GTOOnce upon a time not too long ago, GM had a firebrand leader named Bob Lutz. He's since left the building, but in the early years of the millennium, Bob saw Pontiac as a legit potential competitor to BMW as an upscale performance brand. This was just after Chevy killed the Camaro the first time around and many loyal GM performance fans were looking for another GM team to root for. Like the rest of us gearheads who were already familiar with GM's Australian Holden brand, Bob knew about the Monaro and fast-tracked a program to put it on the road for America, thus the 2004-to-2006 Pontiac GTO was born. After a series of LS1 and LS2 powerplants, the GTO's performance role was replaced by the L98-powered G8 GT, another great Pontiac in the GTO tradition, but without the GTO name.

Some devices limit the format to specific variations, such as all-capitalized versions on systems that support only capital letters, while some esoteric programming languages may have to print a slightly modified string. For example, the first non-trivial Malbolge program printed "HEllO WORld", this having been determined to be good enough. [8][unreliable source?] Other human languages have been used as the output; for example, a tutorial for the Go programming language outputted both English and Chinese or Japanese characters, demonstrating the programming language's built-in Unicode support. [9] Another notable example is the Rust programming language, whose management system automatically inserts a "Hello, World" program when creating new projects. A "Hello, World!" message being displayed through long-exposure light painting with a moving strip of LEDs Some languages change the functionality of the "Hello, World!" program while maintaining the spirit of demonstrating a simple example. Functional programming languages, such as Lisp, ML, and Haskell, tend to substitute a factorial program for "Hello, World!", as functional programming emphasizes recursive techniques, whereas the original examples emphasize I/O, which violates the spirit of pure functional programming by producing side effects. Languages otherwise capable of printing "Hello, World!" (Assembly, C, VHDL) may also be used in embedded systems, where text output is either difficult (requiring additional components or communication with another computer) or nonexistent. For devices such as microcontrollers, field-programmable gate arrays, and CPLDs, "Hello, World!" may thus be substituted with a blinking LED, which demonstrates timing and interaction between components. [10][11][12][13][14] The Debian and Ubuntu Linux distributions provide the "Hello, World!" program through their software package manager systems, which can be invoked with the command hello. It serves as a sanity check and a simple example of installing a software package. For developers, it provides an example of creating a .

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At that time, there were earthquakes and tsunamis that stripped people of all their habits. Sensing an ominous similarity between that time and present, he wanted to convey the sense of threat that society increasingly felt. The credo of the series is to be cautious, or else they may encounter something truly terrible. The character of Totori was also written to prove that people who can easily be seen as villains are important to others, making her sad knowing of the gang leader's death. [16] Ishiguro does not remember exactly when the idea came to that a girl's body contained the brain of her younger brother, but it was a series of sound considerations from which he understood that this is the story he wanted to tell. He has always been inspired by stories of brothers and sisters, so he wanted to create his own story about a brother and sister swapping places, where the brother takes care of the sister. He rejected coincidences related to magic and wanted to create a more realistic and accurate world to show what happens during a brain transplant. He was also against the idea of a man turning into a woman leading to perverted jokes about cleavage and lacking a penis. Instead, with Kiruko, he wanted the scenario to be more realistic. Another theme involves how relationships would change if somebody's sex changed. He often writes metaphorical situations with Kiruko's menstrual cycle being caused by clashing with Maru's lips when awakening from an hallucination from a Hiruko's attack. When he started making Vagabond, he noted that when he was doing Slam Dunk he had a simpler perspective on life as he focused more in victories and success. [5] With the series, Inoue wants the readers to feel achievements as well as love for the sport. [6] Thinking that his success as a manga artist being largely due to basketball, Inoue organized a Slam Dunk Scholarship for Japanese students as he wanted to give back to the sport by increasing its popularity in Japan. [7] However, when asked about the response from readers to basketball, Inoue commented that although Slam Dunk is technically a basketball manga, its story could have been done with other sports such as football. [8] He also added that the artwork for the manga was mangalike in comparison to his newer works such as Real. His experiences with basketball also influenced the story from Slam Dunk: as a youth Inoue started playing basketball to be popular with the girls, but later became interested with the sport in and of itself. This was mirrored in the character of Hanamichi Sakuragi, who starts playing basketball to be popular with the girl he likes, to later become truly fond of the game. [9] Media[edit] Manga[edit] See also: List of Slam Dunk chapters Written and illustrated by Takehiko Inoue, Slam Dunk was serialized in Shueisha's shōnen manga magazine Weekly Shōnen Jump from October 1, 1990, to June 17, 1996. [10][11][12] The 276 individual chapters were originally collected in 31 tankōbon volumes under Shueisha's Jump Comics imprint, with the first being published on February 8, 1991, and the final volume on October 3, 1996. [13][14] It was later reassembled into 24 kanzenban volumes under the Jump Comics Deluxe imprint from March 19, 2001, to February 2, 2002. [15][16] A 20 volume shinsōban edition was published between June 1 and September 1, 2018.
^ ブルーロック(20) (in Japanese). Kodansha. Retrieved June 8, 2022. ^ "Blue Lock, Volume 20". Kodansha USA. Retrieved July 1, 2023.