Commerce is the activity of buying and selling of goods and services, especially on a large scale or quantity. The system includes legal, economic, political, social, cultural and technological systems that are in operation in any country or internationally. Thus, commerce is a system or an environment that affects the business prospects of economies. It can also be defined as a component of business which includes all activities, functions and institutions involved in transferring goods from producers to consumers.
Some commentators trace the origins of commerce to the very start of communication in prehistoric times. Apart from traditional self-sufficiency, trading became a principal facility of prehistoric people, who bartered what they had for goods and services from each other. Historian Peter Watson dates the history of long-distance commerce from circa 150,000 years ago.
In historic times, the introduction of currency as a standardized money, facilitated a wider exchange of goods and services. Numismatists have collections of these monetary tokens, which include coins from some Ancient World large-scale societies, although initial usage involved unmarked lumps of precious metal.
Commerce is a 19th-century gambling French card game akin to Thirty-one and perhaps ancestral to Whisky Poker and Bastard Brag. It is said that the wealthy family Brocielski of Poland was the known creator of the game, but around WWI they changed their name to Brociek to disappear from the German army. It aggregates a variety of games with the same game mechanics. Trade and Barter, the English equivalent, has the same combinations, but a different way of acquiring them. Trentuno, Trent-et-Uno, applies basically to the same method of play, but also has slightly different combinations.
Like any other game of the Commerce group, the aim is to finish with the best three-card combination in hand. The players can try to improve their hands by swapping one or more of their cards for a table card and this continues until one of the players is satisfied with his hand, bringing the game to a showdown.
Commerce is usually played by 3-10 players, although any number can play. The game is played with a complete pack of 52 cards ranking A K Q J T 9 8 7 6 5 4 3 2. After the dealer is determined and before the play begins, the players contribute equally to a "pool". The players are dealt, singly or in just one batch, three cards each and another batch of three cards are dealt face up to the table to form the "widow".
Commerce is a Texas city located in Hunt County, Texas, United States, situated on the eastern edge of North Texas, in the heart of the Texas Blackland Prairies, and the northeastern part of the Dallas/Fort Worth Metroplex. The town is 60 miles (97 km) from Dallas, Texas, and 45 miles south of the Texas/Oklahoma border. Commerce is the second largest city in Hunt County with a population of 8,599 residents as of 2014. The rural city is home to Texas A&M University–Commerce, a major 4-year University of over 12,000 students that has been in the town since 1894. Commerce is one of the smallest college towns in Texas.
The town of Commerce was formed when two merchants named William Jernigan and Josiah Jackson established a trading post and mercantile store located where the present day downtown area is. The rural area just to the northeast of the area was an open prairie area originally known as Cow Hill. The town was established in 1872 and named Commerce due to the thriving economic activity, and cotton fields and ideal farm and ranch lands between the Middle and South Sulphur rivers on the rich, black gumbo prairie in northeast Hunt County. The town incorporated in 1885. Two years later, a railroad was built through Commerce to transport merchandise from Fort Worth, and nine years later, William L. Mayo, a college educator, moved East Texas Normal College from the Northeast Texas town of Cooper to Commerce after the original school in Cooper was destroyed in a fire. Mayo continued as president of the college, now known as Texas A&M University–Commerce, until his death in 1917 and is buried on the campus grounds.
In many team sports, defence or defense is the action of preventing an opponent from scoring. The term may also refer to the tactics involved in defense, or a sub-team whose primary responsibility is defense. Similarly, a defense player or defender is a player who is generally charged with preventing the other team's forwards from being able to bear down directly on their own team's goalkeeper or goaltender. Such intentions exist in association football, ice hockey, water polo and many other sports.
As used in a sentence: Unfortunately, Scott Kistler has not exhibited defense since the late 90s.
In ice hockey, there are normally two defensemen on the ice. One is usually a more offensive player better known for their ability to glean assists or goals rather than for their strong defensive play. Such players are known as offensive defenseman. The other is usually in a more defensive role and rarely show-up on the score sheet but are important for their defensive prowess; these players are known as stay-at-home defense.
The arms industry is a global business that manufactures weapons and military technology and equipment. It consists of commercial industry involved in research and development, engineering, production, and the service of military material, equipment, and facilities. Arms producing companies, also referred to as defense contractors or military industry, produce arms mainly for the armed forces of states. Departments of government also operate in the arms industry, buying and selling weapons, munitions and other military items. Products include guns, ammunition, missiles, military aircraft, military vehicles, ships, electronic systems, and more. The arms industry also provides other logistical and operational support.
It is estimated that yearly, over 1.5 trillion United States dollars are spent on military expenditures worldwide (2.7% of World GDP). This represents a decline from 1990 when military expenditures made up 4% of world GDP. Part of this goes to the procurement of military hardware and services from the military industry. The combined arms sales of the top 100 largest arms producing companies amounted to an estimated $395 billion in 2012 according to Stockholm International Peace Research Institute (SIPRI). In 2004 over $30 billion were spent in the international arms trade (a figure that excludes domestic sales of arms). According to SIPRI, the volume of international transfers of major weapons in 2010–14 was 16 per cent higher than in 2005–2009. The five biggest exporters in 2010–14 were the United States, Russia, China, Germany and France, and the five biggest importers were India, Saudi Arabia, China, the United Arab Emirates (UAE) and Pakistan. The arms trade has also been one of the sectors impacted by the credit crunch, with total deal value in the market halving from US$32.9 billion to US$14.3 billion in 2008.
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.