Lethality (also called deadliness or perniciousness) is how capable something is of causing death. Most often it is used when referring to chemical weapons, biological weapons, or their toxic chemical components. The use of this term denotes the ability of these weapons to kill, but also the possibility that they may not kill. Reasons for the lethality of a weapon to be inconsistent, or expressed by percentage, can be as varied as minimized exposure to the weapon, previous exposure to the weapon minimizing susceptibility, degradation of the weapon over time and/or distance, and incorrect deployment of a multi-component weapon.
This term can also refer to the after-effects of weapon use, such as Nuclear Fallout, which has highest lethality nearest the deployment site, and in proportion to the subject's size and nature; e.g. a child or small animal.
Lethality can also refer to the after-effects of a chemical explosion. A lethality curve can be developed for process safety reasons to protect people and equipment. The impact is typically greatest closest to the explosion site and lessens to the outskirts of the impact zone. Pressure, toxicity and location affect the lethality.
Lethal is an album by the band Cockney Rejects released in 1990.
Leigh Raymond Matthews AM (born 1 March 1952) is a former Australian rules footballer and coach. He played for Hawthorn in the Victorian Football League (VFL) and coached Collingwood and the Brisbane Lions.
Squat, short legged and barrel-chested, Matthews earned the iconic nickname "Lethal Leigh" due to his physical as well as skilful style of play. He is officially recognised as the "best player of the 20th century", according to the AFL, is a Legend in the AFL Hall of Fame, is on the Hawthorn and AFL Teams of the Centuries and is one of the most successful AFL coaches of all time. In 2008, Matthews was named second, behind Wayne Carey, as part of Mike Sheahan's list of the top 50 players of all time, published in the book 'The Australian Game of Football', which was released by the AFL to celebrate 150 years of Australian rules football. He is now an AFL commentator on television with the Seven Network and on Radio with 3AW Football.
Matthews played his junior football at the Chelsea Football Club, and joined Hawthorn at the age of sixteen, having already played senior suburban football. Part of a footballing family, Matthews' brother Kelvin had played 155 games at Hawthorn and Geelong. Matthews made his senior debut for the Hawks in round 16 of the 1969 against Melbourne, as a forward pocket, crumbing around the feet of Hawthorn’s champion full forward, Peter Hudson. Matthews kicked a goal with his first kick and went on to kick at least one goal in each of his five games that year, winning the club's Best First Year Player award. By mid-way through 1970, Matthews had earned a regular place in the team, as a rover rotating forward, and was immediately impressive, kicking 20 goals from 16 games for the season.
Demon's Crest (Japanese: デモンズブレイゾン 魔界村 紋章編, Hepburn: Demonzu Bureizon Makaimura Monshō-hen, "Demon's Blazon: Demon World Village Crest Volume") is a side-scrolling platform video game developed and published by Capcom for the Super Nintendo Entertainment System. It is the third video game starring Firebrand (an enemy character from the Ghosts 'n Goblins series, known as "Red Arremer" in the Japanese version), following Gargoyle's Quest and Gargoyle's Quest II.
The game's story revolves around the Crests, six magical stones which preside over their respective elements (Fire, Earth, Water, Air, Time and Heaven). When all crests are combined, the Crest of Infinity will appear, allowing its holder infinite power and the ability to conquer all realms with it. The demons of the Demon Realm have long fought each other for possession of the Crests, five of which have since fallen into the hands of a red demon named Firebrand. Seeking infinite power, Firebrand challenges a Demon Dragon for the Crest of Heaven and is victorious, though badly wounded. In his weakness, a rival demon named Phalanx ambushes Firebrand and takes all the Crests except the Fire Crest which shattered into five shards.
A phalanstère (or Phalanstery) was a type of building designed for a utopian community and developed in the early 19th century by Charles Fourier. Fourier named these self-contained communities, ideally consisting of 500–2000 people working together for mutual benefit, after the phalanx, the basic military unit in ancient Greece.
Fourier conceived the phalanstère as an organized building designed to integrate urban and rural features.
The structure of the phalanstère was composed of three parts: a central part and two lateral wings. The central part was designed for quiet activities. It included dining rooms, meeting rooms, libraries and studies. A lateral wing was designed for labour and noisy activities, such as carpentry, hammering and forging. It also hosted children because they were considered noisy while playing. The other wing contained a caravansary, with ballrooms and halls for meetings with outsiders who had to pay a fee in order to visit and meet the people of the Phalanx community. This income was thought to sustain the autonomous economy of the phalanstère. The phalanstère also included private apartments and many social halls. A social hall was defined by Fourier as a seristère.
Genzsch & Heyse was a German type foundry established in Hamburg. In the 1920s and '30s, G+H types were sold in the United States by Continental Type Founders Association.
The following foundry types were issued by the Trennert Type Foundry:
A toy is an item that can be used for play. Toys are generally played with by children and pets. Playing with toys is an enjoyable means of training young children for life in society. Different materials are used to make toys enjoyable to all ages. Many items are designed to serve as toys, but goods produced for other purposes can also be used. For instance, a small child may pick up a household item and "fly" it through the air as to pretend that it is an airplane. Another consideration is interactive digital entertainment. Some toys are produced primarily as collector's items and are intended for display only.
The origin of toys is prehistoric; dolls representing infants, animals, and soldiers, as well as representations of tools used by adults are readily found at archaeological sites. The origin of the word "toy" is unknown, but it is believed that it was first used in the 14th century. Toys are mainly made for children.
Playing with toys is important when it comes to growing up and learning about the world around us. Younger children use toys to discover their identity, help their bodies grow strong, learn cause and effect, explore relationships, and practice skills they will need as adults. Adults use toys to form and strengthen social bonds, teach, remember and reinforce lessons from their youth, discover their identity, exercise their minds and bodies, explore relationships, practice skills, and decorate their living spaces.