1. A game in which one child chases the others; the one who is caught becomes the next chaser.
2. Touching a player in a game.
3. A flat substance made of cardboard, plastic, or metal.
im Handel ein Erkennungszeichen für Waren von allg. gleichbleibender Qualität (Markenartikel); an kunsthandwerkl. Erzeugnissen das Zeichen, das über Herkunft, Entstehungszeit u. Meister Auskunft gibt.
Zeichen u.a. zur Kenntlichmachung des Eigentums oder des Produzenten; im Kunsthandwerk urspr. Garantie-M. bei Goldschmieden und Zinngießern, Zeichen für den Feingehalt der Metallegierung. Bes. künstler. gestaltet sind in der neueren Zeit v.a. die Fabrik-M.n (Firmenzeichen, Signet), in Form der Warenzeichen, und Briefmarken.
1. To touch a player in certain games; in baseball, to touch a vulnerable player while holding the ball.
2. To attach a tag or label to; SYN. label, mark.
3. To provide with a name or nickname.
4. To supply with rhymes, as of blank verse or prose.
the adjutant general
1. In programming, one or more characters containing information about a file, record type, or other structure.
2. In certain types of data files, a key or an address that identifies a record and its storage location in another file. See also tag sort.
3. In markup languages such as SGML and HTML, a code that identifies an element in a document, such as a heading or a paragraph, for the purposes of formatting, indexing, and linking information in the document. In both SGML and HTML, a tag is generally a pair of angle brackets that contain one or more letters and numbers. Usually one pair of angle brackets is placed before an element, and another pair is placed after, to indicate where the element begins and ends. For example, in HTML, hello world indicates that the phrase “hello world” should be italicized. See also <>, element, emotag, HTML, SGML. 4. An early-generation raster graphics format used for Macintosh Ready, Set, Go programs and Letraset’s ImageStudio. See also raster graphics.