Shin (also spelled Šin (šīn) or Sheen) literally means "teeth", "press", and "sharp"; It is the twenty-first letter of the Semitic abjads, including Phoenician Shin , Hebrew Shin ש, Aramaic Shin
, Syriac Shin ܫ, and Arabic Shin ش (in abjadi order, 13th in modern order).
Its sound value is a voiceless sibilant, [ʃ] or [s].
The Phoenician letter gave rise to the Greek Sigma (Σ) (which in turn gave Latin S and Cyrillic С), and the letter Sha in the Glagolitic and Cyrillic scripts (, Ш).
The South Arabian and Ethiopian letter Śawt is also cognate.
The Proto-Sinaitic glyph, according to William Albright, was based on a "Tooth" and with the phonemic value š "corresponds etymologically (in part, at least) to original Semitic ṯ (th), which was pronounced s in South Canaanite".
The Phoenician šin letter expressed the continuants of two Proto-Semitic phonemes, and may have been based on a pictogram of a tooth (in modern Hebrew shen). The Encyclopaedia Judaica, 1972, records that it originally represented a composite bow.
In a religious context, sin is the act of violating God's will. Sin can also be viewed as anything that violates the ideal relationship between an individual and God; or as any diversion from the perceived ideal order for human living. To sin has been defined as "to miss the mark".
The word derives from "Old English syn(n), for original *sunjō... The stem may be related to that of Latin sons, sont-is guilty. In Old English there are examples of the original general sense, ‘offence, wrong-doing, misdeed'". The Biblical terms translated from New Testament Greek (αμαρτία - amartia) and from Hebrew as "sin" or "syn" originate in archery and literally refer to missing the "gold" at the centre of a target, but hitting the target, i.e. error. (Archers call not hitting the target at all a "miss".)
In the Bahá'í Faith, humans are considered naturally good (perfect), fundamentally spiritual beings. Human beings were created because of God's immeasurable love. However, the Bahá'í teachings compare the human heart to a mirror, which, if turned away from the light of the sun (i.e. God), is incapable of receiving God's love.
Sinú may refer to:
See also: sinew, a tough band of fibrous connective tissue that usually connects muscle to bone.
This is an index of characters from the Guilty Gear fighting game series.
Daisuke Ishiwatari has cited Kazushi Hagiwara's manga Bastard‼, and the fighting game Street Fighter II as influence to the Guilty Gear series. However, he noted that the majority of other fighting games were just recycling the character's same skins or style, and so he wanted every character "to be unique in their own way."Kazuhiko Shimamoto's characters was also noted as an inspiration for the men characters, with Ishiwatari saying they needed to be "chivalrous person-like characters", and citing Anji Mito "the most closest to this type". The female ones, on the other hand, have not followed a standard, with he only saying that they needed look like real women.
There are many musical references in the Guilty Gear series, including various characters' names and moves, which were inspired by rock and heavy metal bands like Queen, Guns N' Roses, and Metallica. For instance, the main character, Sol Badguy, was named after Queen's lead vocalist, Freddie Mercury. Both his real name, Frederick, and his last name were influenced by the singer, whose nickname was "Mr. Badguy".
In Western musical notation, a dotted note is a note with a small dot written after it. In modern practice the first dot increases the duration of the basic note by half of its original value. A dotted note is equivalent to writing the basic note tied to a note of half the value; or with more than one dot, tied to notes of progressively halved value. The length of any given note a with n dots is therefore given by the geometric series . More than three dots are highly uncommon but theoretically possible; only quadruple dots have been attested.
A rhythm using longer notes alternating with shorter notes (whether notated with dots or not) is sometimes called a dotted rhythm. Historical examples of music performance styles using dotted rhythm include notes inégales and swing. The precise performance of dotted rhythms can be a complex issue. Even in notation that includes dots, their performed values may be longer than the dot mathematically indicates, a practice known as over-dotting.
Health is an attribute assigned to entities within a role-playing or video game that indicates its state in combat. Health is usually measured in health points or hit points, often shortened as HP. When the HP of a player character reaches zero, the player may lose a life or their character might become incapacitated or die. When the HP of an enemy reaches zero, the player might be rewarded in some way.
Any entity within a game could have a health value, including the player character, non-player characters and objects. Indestructible entities have no diminishable health value.
Health might be displayed as a numeric value, such as "50/100". Here, the first number indicates the current amount of HP an entity has and the second number indicates the entity's maximum HP. In video games, health can also be displayed graphically, such as with a bar that empties itself when an entity loses health (a health bar), icons that are "chipped away" from, or in more novel ways.
Dungeons & Dragons co-creator Dave Arneson described the origin of hit points in a 2002 interview. When Arneson was adapting the medieval wargame Chainmail (1971) to a fantasy setting, a process that with Gary Gygax would lead to Dungeons & Dragons, he saw that the emphasis of the gameplay was moving from large armies to small groups of heroes and eventually to the identification of one player and one character that is essential to role-playing as it was originally conceived. Players became attached to their heroes and did not want them to die every time they lost a die roll. Players were thus given multiple hit points which were incrementally decreased as they took damage. Arneson took the concept, along with armor class, from a set of a naval American Civil War game's rules.
Tuh-Duhduh-Tuh-Tuh
When the sun is coming through
I feel good
Sunshine all around
Where are you?
Close your eyes and listen
Tuh-Duhduh-Tuh-Tuh
I can sing night and day
Throw your hands up and sing
Come and Party all night long
Won't you join me in the song
When the night is coming out
I feel good
Moonlight all around
But where are you
Close your eyes and listen
Tuh-Duhduh-Tuh-Tuh
I can sing night and day
Throw your hands up and sing
Come and Party all night long
Won't you join me in the song