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|
abstract Merge = Basic ** {
-- Any AnatomicalStructure which
-- is not normally found in the Organism of which it is a part, i.e. it is
-- the result of a PathologicProcess. This class covers tumors, birth marks,
-- goiters, etc.
fun AbnormalAnatomicalStructure : Class ;
fun AbnormalAnatomicalStructure_Class : SubClass AbnormalAnatomicalStructure AnatomicalStructure ;
-- This is a PositionalAttribute derived from the
-- up/down schema and not involving contact. Note that this means directly
-- above, i.e., if one object is Above another object, then the projections
-- of the two objects overlap.
fun Above : Ind AntiSymmetricPositionalAttribute ;
-- The value of (AbsoluteValueFn ?NUMBER)
-- is the absolute value of the RealNumber ?NUMBER.
fun AbsoluteValueFn : El RealNumber -> Ind NonnegativeRealNumber ;
-- Properties or qualities as distinguished from any
-- particular embodiment of the properties/qualities in a physical medium.
-- Instances of Abstract can be said to exist in the same sense as mathematical
-- objects such as sets and relations, but they cannot exist at a particular
-- place and time without some physical encoding or embodiment.
fun Abstract : Class ;
fun Abstract_Class : SubClass Abstract Entity ;
-- A UnaryFunction that maps a Class into
-- the instance of Attribute that specifies the condition(s) for membership
-- in the Class.
fun AbstractionFn : Class -> Ind Attribute ;
-- If ?NUMBER1 and ?NUMBER2 are Numbers, then
-- (AdditionFn ?NUMBER1 ?NUMBER2) is the arithmetical sum of these
-- numbers.
fun AdditionFn : El Quantity -> El Quantity -> Ind Quantity ;
-- Used to assert that an object ?OBJ1 is close
-- to, near or abutting ?OBJ2. This PositionalAttribute covers the
-- following common sense notions: adjoins, abuts, is contiguous to,
-- is juxtaposed, and is close to.
fun Adjacent : Ind SymmetricPositionalAttribute ;
-- One of the parts of speech. The Class of
-- Words that conventionally denote Attributes of Objects.
fun Adjective : Class ;
fun Adjective_Class : SubClass Adjective Word ;
-- One of the parts of speech. The Class of Words
-- that conventionally denote Attributes of Processes.
fun Adverb : Class ;
fun Adverb_Class : SubClass Adverb Word ;
-- A Disseminating whose purpose is to
-- promote the sale of an Object represented in a Text or Icon
-- (the advertisement).
fun Advertising : Class ;
fun Advertising_Class : SubClass Advertising Disseminating ;
-- A GroupOfPeople whose members all have the
-- same age.
fun AgeGroup : Class ;
fun AgeGroup_Class : SubClass AgeGroup GroupOfPeople ;
-- Something or someone that can act on its own and
-- produce changes in the world.
fun Agent : Class ;
fun Agent_Class : SubClass Agent Object ;
-- Air is the gaseous stuff that makes up the
-- atmosphere surrounding Earth.
fun Air : Class ;
fun Air_Class : SubClass Air GasMixture ;
-- A Class containing all of the Attributes
-- relating to the notions of possibility and necessity.
fun AlethicAttribute : Class ;
fun AlethicAttribute_Class : SubClass AlethicAttribute ObjectiveNorm ;
-- A chiefly aquatic plant that contains chlorophyll,
-- but does not form embryos during development and lacks vascular tissue.
fun Alga : Class ;
fun Alga_Class : SubClass Alga NonFloweringPlant ;
-- Any BodyMotion which is accomplished by
-- means of the legs of an Animal for the purpose of moving from one
-- point to another.
fun Ambulating : Class ;
fun Ambulating_Class : SubClass Ambulating (both BodyMotion Translocation) ;
-- SI electric current measure. Symbol: A. It is
-- one of the base units in SI. It is defined as follows: the Ampere is
-- that constant current which, if maintained in two straight parallel
-- conductors of infinite length, of negligible circular cross_section, and
-- placed 1 Meter apart in a vacuum, would produce between these conductors
-- a force equal to 2*10^(_7) Newton per Meter of length.
fun Ampere : Ind CompositeUnitOfMeasure ;
-- A cold_blooded, smooth_skinned Vertebrate
-- which characteristically hatches as an aquatic larva, breathing by
-- gills. When mature, the Amphibian breathes with Lungs.
fun Amphibian : Class ;
fun Amphibian_Class : SubClass Amphibian ColdBloodedVertebrate ;
-- Atomic mass unit. Symbol: u. It is the mass of
-- the twelfth part of an atom of the Carbon 12 isotope.
fun Amu : Ind UnitOfMass ;
-- A normal or pathological part
-- of the anatomy or structural organization of an Organism. This
-- class covers BodyParts, as well as structures that are given off
-- by Organisms, e.g. ReproductiveBodies.
fun AnatomicalStructure : Class ;
fun AnatomicalStructure_Class : SubClass AnatomicalStructure OrganicObject ;
-- The value of an angle in a plane or in a
-- solid.
fun AngleMeasure : Class ;
fun AngleMeasure_Class : SubClass AngleMeasure ConstantQuantity ;
-- The Angstrom is a LengthMeasure.
-- 1 Angstrom = 10^(_10) m
fun Angstrom : Ind UnitOfLength ;
-- A plane angle measure.
fun AngularDegree : Ind UnitOfAngularMeasure ;
-- Attributes that indicate whether an
-- Organism is alive or not.
fun AnimacyAttribute : Class ;
fun AnimacyAttribute_Class : SubClass AnimacyAttribute BiologicalAttribute ;
-- An Organism with eukaryotic Cells, and lacking
-- stiff cell walls, plastids, and photosynthetic pigments.
fun Animal : Class ;
def Animal = KappaFn Organism (\ANIMAL -> and (forall AnimalSubstance (\SUBSTANCE -> part (var AnimalSubstance Object ? SUBSTANCE)
(var Organism Object ? ANIMAL)))
(forall AnimalAnatomicalStructure (\STRUCTURE -> part (var AnimalAnatomicalStructure Object ? STRUCTURE)
(var Organism Object ? ANIMAL)))) ;
-- AnatomicalStructures that
-- are possessed exclusively by Animals.
fun AnimalAnatomicalStructure : Class ;
fun AnimalAnatomicalStructure_Class : SubClass AnimalAnatomicalStructure AnatomicalStructure ;
-- The subclass of Languages used by
-- Animals other than Humans.
fun AnimalLanguage : Class ;
fun AnimalLanguage_Class : SubClass AnimalLanguage Language ;
-- BodySubstances that are produced
-- exclusively by Animals.
fun AnimalSubstance : Class ;
fun AnimalSubstance_Class : SubClass AnimalSubstance BodySubstance ;
-- AntiSymmetricPositionalAttribute is the class of
-- PositionalAttribute that hold in only one direction. I.e. two objects cannot
-- simulataneously be On each other.
fun AntiSymmetricPositionalAttribute : Class ;
fun AntiSymmetricPositionalAttribute_Class : SubClass AntiSymmetricPositionalAttribute PositionalAttribute ;
-- Various Primates with no tails or only short
-- tails.
fun Ape : Class ;
fun Ape_Class : SubClass Ape Primate ;
-- The Class of all Months which are April.
fun April : Class ;
fun April_Class : SubClass April Month ;
-- The Class of Mammals that dwell chiefly
-- in the water. Includes whales, dolphins, manatees, seals, and walruses.
fun AquaticMammal : Class ;
fun AquaticMammal_Class : SubClass AquaticMammal Mammal ;
-- A Class of Arthropods that includes
-- ticks and spiders.
fun Arachnid : Class ;
fun Arachnid_Class : SubClass Arachnid Arthropod ;
-- Measures of the amount of space in two
-- dimensions.
fun AreaMeasure : Class ;
fun AreaMeasure_Class : SubClass AreaMeasure FunctionQuantity ;
-- Any proposition which has the form of a deductive
-- or inductive argument, i.e. a set of premises which, it is claimed, imply
-- a conclusion.
fun Argument : Class ;
fun Argument_Class : SubClass Argument Proposition ;
-- Artifacts that are created primarily for
-- aesthetic appreciation. Note that this Class does not include
-- most examples of architecture, which belong under StationaryArtifact.
fun ArtWork : Class ;
fun ArtWork_Class : SubClass ArtWork Artifact ;
-- A Class of Invertebrate that includes
-- Arachnids and Insects.
fun Arthropod : Class ;
fun Arthropod_Class : SubClass Arthropod Invertebrate ;
-- A relatively short Text that either is unbound or is
-- bound with other Articles in a Book.
fun Article : Class ;
fun Article_Class : SubClass Article Text ;
-- A CorpuscularObject that is the product of a
-- Making.
fun Artifact : Class ;
fun Artifact_Class : SubClass Artifact CorpuscularObject ;
-- The subclass of Languages that are
-- designed by Humans.
fun ArtificialLanguage : Class ;
fun ArtificialLanguage_Class : SubClass ArtificialLanguage Language ;
-- Asexual Processes of biological
-- reproduction.
fun AsexualReproduction : Class ;
fun AsexualReproduction_Class : SubClass AsexualReproduction Replication ;
-- Attribute that applies to Organisms that are
-- sleeping.
fun Asleep : Ind ConsciousnessAttribute ;
-- The Class of all astronomical
-- objects of significant size. It includes SelfConnectedObjects
-- like planets, stars, and asteroids, as well as Collections like
-- nebulae, galaxies, and constellations. Note that the planet Earth
-- is an AstronomicalBody, but every Region of Earth is a
-- GeographicArea.
fun AstronomicalBody : Class ;
fun AstronomicalBody_Class : SubClass AstronomicalBody Region ;
-- An extremely small unit of matter that retains its
-- identity in Chemical reactions. It consists of an AtomicNucleus and
-- Electrons surrounding the AtomicNucleus.
fun Atom : Class ;
fun Atom_Class : SubClass Atom ElementalSubstance ;
-- MassMeasure that is also known as the gram_atom.
-- Defined as the mass in grams of 1 Mole of pure substance. For example,
-- 1 AtomGram of Carbon 12 will be 12 Grams of pure Carbon 12. 2 AtomGrams
-- of the same substance will be 24 Grams of it. This is an unusual unit in
-- that it is essentially 1 Mole of 'stuff' measured in grams, so that the
-- actual value (i.e. mass) depends on the type of substance.
fun AtomGram : Ind UnitOfMass ;
-- The core of the Atom. It is composed of
-- Protons and Neutrons.
fun AtomicNucleus : Class ;
fun AtomicNucleus_Class : SubClass AtomicNucleus SubatomicParticle ;
-- A Process where one Object becomes attached
-- to another Object. Note that this differs from Putting in that two
-- things which are attached may already be in the same location. Note that
-- Combining is different from Attaching in that the former applies to
-- Substances, while the latter applies to CorpuscularObjects. Note too
-- that Attaching is different from Putting in that one or both of the
-- two things which are attached may or may not be moved from the location
-- where they were combined.
fun Attaching : Class ;
fun Attaching_Class : SubClass Attaching DualObjectProcess ;
-- A Device whose purpose is to attach one thing
-- to something else, e.g. nails, screws, buttons, etc.
fun AttachingDevice : Class ;
fun AttachingDevice_Class : SubClass AttachingDevice Device ;
-- A Maneuver in a ViolentContest where the
-- agent attempts to inflict damage on the patient.
fun Attack : Class ;
fun Attack_Class : SubClass Attack Maneuver ;
-- Qualities which we cannot or choose not to
-- reify into subclasses of Object.
fun Attribute : Class ;
fun Attribute_Class : SubClass Attribute Abstract ;
-- A sound level capable of being heard by a Human.
fun Audible : Ind SoundAttribute ;
-- The Class of all Months which are August.
fun August : Class ;
fun August_Class : SubClass August Month ;
-- The class of PhysiologicProcesses of
-- which there is not conscious awareness and control.
fun AutonomicProcess : Class ;
fun AutonomicProcess_Class : SubClass AutonomicProcess PhysiologicProcess ;
-- Attribute that applies to Organisms that are
-- neither Unconscious nor Asleep.
fun Awake : Ind ConsciousnessAttribute ;
-- A Function that maps an Object to the side
-- that is opposite the FrontFn of the Object. Note that this is a
-- partial function, since some Objects do not have sides, e.g. apples
-- and spheres. Note too that the range of this Function is indefinite in
-- much the way that ImmediateFutureFn and ImmediatePastFn are indefinite.
-- Although this indefiniteness is undesirable from a theoretical standpoint,
-- it does not have significant practical implications, since there is
-- widespread intersubjective agreement about the most common cases.
fun BackFn : El SelfConnectedObject -> Ind SelfConnectedObject ;
-- A small, typically one_celled, prokaryotic
-- Microorganism.
fun Bacterium : Class ;
fun Bacterium_Class : SubClass Bacterium Microorganism ;
-- A ViolentContest between two or more military
-- units within the context of a war. Note that this does not cover the
-- metaphorical sense of 'battle', which simply means a struggle of some
-- sort. This sense should be represented with the more general concept of
-- Contest.
fun Battle : Class ;
fun Battle_Class : SubClass Battle ViolentContest ;
-- SI activity measure. Symbol: Bq. It measures
-- the amount of radioactivity contained in a given sample of matter. It is
-- that quantity of a radioactive element in which there is one atomic
-- disintegration per SecondDuration. Becquerel = s^(_1).
fun Becquerel : Ind CompositeUnitOfMeasure ;
-- A UnaryFunction that maps a TimeInterval to
-- the TimePoint at which the interval begins.
fun BeginFn : El TimeInterval -> Ind TimePoint ;
-- A UnaryFunction that maps a GraphPath
-- to the GraphNode that is the beginning of the GraphPath. Note that,
-- unlike InitialNodeFn (which relates a GraphArc to a GraphNode),
-- BeginNodeFn is a total function _ every GraphPath has a beginning.
fun BeginNodeFn : El GraphPath -> Ind GraphNode ;
-- A GroupOfPeople whose members share a belief
-- or set of beliefs.
fun BeliefGroup : Class ;
fun BeliefGroup_Class : SubClass BeliefGroup GroupOfPeople ;
-- This PositionalAttribute is derived from the
-- up/down schema and may or may not involve contact. Note that this means
-- directly below, i.e., if one object is Below another object, then the
-- projections of the two objects overlap.
fun Below : Ind AntiSymmetricPositionalAttribute ;
-- A FinancialTransaction where an instance of
-- CurrencyMeasure is exchanged for the possibility of winning a larger
-- instance of CurrencyMeasure within the context of some sort of
-- Game.
fun Betting : Class ;
fun Betting_Class : SubClass Betting FinancialTransaction ;
-- Any Food that is ingested by Drinking.
-- Note that this class is disjoint with the other subclasses of Food,
-- i.e. Meat and FruitOrVegetable.
fun Beverage : Class ;
fun Beverage_Class : SubClass Beverage Food ;
-- Elements from the number system with base 2.
-- Every BinaryNumber is expressed as a sequence of the digits 1 and 0.
fun BinaryNumber : Class ;
fun BinaryNumber_Class : SubClass BinaryNumber RealNumber ;
-- Attributes that apply specifically
-- to instances of Organism.
fun BiologicalAttribute : Class ;
fun BiologicalAttribute_Class : SubClass BiologicalAttribute InternalAttribute ;
-- A Process embodied in an Organism.
fun BiologicalProcess : Class ;
fun BiologicalProcess_Class : SubClass BiologicalProcess InternalChange ;
-- A Substance that is capable of inducing a change in the structure or functioning of an
-- Organism. This Class includes Substances used in the treatment,
-- diagnosis, prevention or analysis of normal and abnormal body function.
-- This Class also includes Substances that occur naturally in the body
-- and are administered therapeutically. Finally, BiologicallyActiveSubstance
-- includes Nutrients, most drugs of abuse, and agents that require special
-- handling because of their toxicity.
fun BiologicallyActiveSubstance : Class ;
fun BiologicallyActiveSubstance_Class : SubClass BiologicallyActiveSubstance Substance ;
-- A Vertebrate having a constant body temperature
-- and characterized by the presence of feathers.
fun Bird : Class ;
fun Bird_Class : SubClass Bird WarmBloodedVertebrate ;
-- The Process of being born.
fun Birth : Class ;
fun Birth_Class : SubClass Birth OrganismProcess ;
-- One Bit of information. A one or a zero.
fun Bit : Ind UnitOfInformation ;
-- The Attribute of being black in color.
fun Black : Ind PrimaryColor ;
-- A fluid present in Animals that transports
-- Nutrients to and waste products away from various BodyParts.
fun Blood : Class ;
fun Blood_Class : SubClass Blood BodySubstance ;
-- The Attribute of being blue in color.
fun Blue : Ind PrimaryColor ;
-- Any BodyPart which contains an unfilled space,
-- e.g. BodyVessels, the atria and ventricles of the heart, the lungs, etc.
fun BodyCavity : Class ;
fun BodyCavity_Class : SubClass BodyCavity BodyPart ;
-- Any BodyPart which is a covering of another
-- BodyPart or of an entire Organism. This would include the rinds of
-- FruitOrVegetables and the skins of Animals.
fun BodyCovering : Class ;
fun BodyCovering_Class : SubClass BodyCovering BodyPart ;
-- The place where two BodyParts
-- meet or connect.
fun BodyJunction : Class ;
fun BodyJunction_Class : SubClass BodyJunction BodyPart ;
-- Any Motion where the agent is an Organism
-- and the patient is a BodyPart.
fun BodyMotion : Class ;
fun BodyMotion_Class : SubClass BodyMotion Motion ;
-- A collection of Cells and Tissues which
-- are localized to a specific area of an Organism and which are not
-- pathological. The instances of this Class range from gross structures
-- to small components of complex Organs.
fun BodyPart : Class ;
fun BodyPart_Class : SubClass BodyPart AnatomicalStructure ;
-- The class of Attributes expressing
-- configurations of bodies or parts of bodies of animals or humans,
-- e.g. standing, sitting, kneeling, lying down, etc.
fun BodyPosition : Class ;
fun BodyPosition_Class : SubClass BodyPosition BiologicalAttribute ;
-- Extracellular material and mixtures of
-- cells and extracellular material that are produced, excreted or accreted
-- by an Organism. Included here are Substances such as saliva, dental
-- enamel, sweat, hormones, and gastric acid.
fun BodySubstance : Class ;
fun BodySubstance_Class : SubClass BodySubstance Substance ;
-- Any tube_like structure which occurs naturally in
-- an Organism and through which a BodySubstance can circulate.
fun BodyVessel : Class ;
fun BodyVessel_Class : SubClass BodyVessel BodyCavity ;
-- The Class of Processes where a Substance is
-- heated and converted from a Liquid to a Gas.
fun Boiling : Class ;
fun Boiling_Class : SubClass Boiling StateChange ;
-- Rigid Tissue composed largely of calcium that makes up
-- the skeleton of Vertebrates. Note that this Class also includes teeth.
fun Bone : Class ;
fun Bone_Class : SubClass Bone (both AnimalSubstance Tissue) ;
-- A Text that has pages and is bound.
fun Book : Class ;
fun Book_Class : SubClass Book Text ;
-- The subclass of Getting Processes where
-- the agent gets something for a limited period of time with the expectation
-- that it will be returned later (perhaps with interest).
fun Borrowing : Class ;
fun Borrowing_Class : SubClass Borrowing Getting ;
-- The Process of respiration, by which oxygen
-- is made available to an Animal. This covers processes of inhalation,
-- exhalation, and alternations between the two.
fun Breathing : Class ;
fun Breathing_Class : SubClass Breathing (both AutonomicProcess OrganismProcess) ;
-- An energy measure.
fun BritishThermalUnit : Ind CompositeUnitOfMeasure ;
-- The Class of StationaryArtifacts which are
-- intended to house Humans and their activities.
fun Building : Class ;
fun Building_Class : SubClass Building StationaryArtifact ;
-- A FinancialTransaction in which an instance of
-- CurrencyMeasure is exchanged for an instance of Physical.
fun Buying : Class ;
fun Buying_Class : SubClass Buying FinancialTransaction ;
-- One Byte of information. A Byte is eight Bits.
fun Byte : Ind UnitOfInformation ;
-- IntentionalPsychologicalProcesses which involve
-- the consideration and/or manipulation of instances of Quantity.
fun Calculating : Class ;
fun Calculating_Class : SubClass Calculating IntentionalPsychologicalProcess ;
-- A Calorie is an energy measure.
fun Calorie : Ind CompositeUnitOfMeasure ;
-- SI luminosity intensity measure. Symbol: cd.
-- It is one of the base units in SI, and it is currently defined as
-- follows: the Candela is the luminous intensity, in a given direction,
-- of a source that emits monochromatic radiation of frequency 540*10^12
-- Hertz and that has a radiant intensity in that direction of 1/683
-- Watt per Steradian.
fun Candela : Ind CompositeUnitOfMeasure ;
-- The Class of Carnivores with completely
-- separable toes, nonretractable claws, and long muzzles.
fun Canine : Class ;
fun Canine_Class : SubClass Canine Carnivore ;
-- An element of living cells and a source of
-- energy for Animals. This class includes both simple Carbohydrates,
-- i.e. sugars, and complex Carbohydrates, i.e. starches.
fun Carbohydrate : Class ;
fun Carbohydrate_Class : SubClass Carbohydrate Nutrient ;
fun CardinalityFn : El (either SetOrClass Collection) -> Ind Number ;
-- The Class of flesh_eating Mammals. Members
-- of this Class typically have four or five claws on each paw. Includes
-- cats, dogs, bears, racoons, and skunks.
fun Carnivore : Class ;
fun Carnivore_Class : SubClass Carnivore Mammal ;
-- Transfer from one point to another by means of
-- an Animal or Human.
fun Carrying : Class ;
fun Carrying_Class : SubClass Carrying Transfer ;
-- (CeilingFn ?NUMBER) returns the smallest
-- Integer greater than or equal to the RealNumber ?NUMBER.
fun CeilingFn : El RealNumber -> Ind Integer ;
-- The fundamental structural and functional unit of
-- living Organisms.
fun Cell : Class ;
fun Cell_Class : SubClass Cell BodyPart ;
-- A TemperatureMeasure. The freezing point
-- and the boiling point of water are, respectively, 0 CelsiusDegrees and 100
-- CelsiusDegrees.
fun CelsiusDegree : Ind (both TemperatureMeasure UnitOfMeasure) ;
-- (CenterOfCircleFn ?CIRCLE) denotes the
-- GeometricPoint that is the center of the Circle ?CIRCLE.
fun CenterOfCircleFn : El Circle -> Ind GeometricPoint ;
-- Submultiple of Meter. Symbol: cm. It is
-- the 100th part of a Meter
fun Centimeter : Ind UnitOfLength ;
-- A TimeZone that covers much of the
-- midwestern United States.
fun CentralTimeZone : Ind TimeZone ;
-- A Text that confers a right or obligation
-- on the holder of the Certificate. Note that the right or obligation
-- need not be a legal one, as in the case of an academic diploma that grants
-- certain privileges in the professional world.
fun Certificate : Class ;
fun Certificate_Class : SubClass Certificate Text ;
-- The Class of Processes where
-- ownership of something is transferred from one Agent to another.
fun ChangeOfPossession : Class ;
fun ChangeOfPossession_Class : SubClass ChangeOfPossession SocialInteraction ;
-- An element of an alphabet, a set of numerals, etc.
-- Note that a Character may or may not be part of a Language. Character
-- is a subclass of SymbolicString, because every instance of Character is
-- an alphanumeric sequence consisting of a single element.
fun Character : Class ;
fun Character_Class : SubClass Character SymbolicString ;
-- The Class of ChemicalProcesses
-- in which a CompoundSubstance breaks down into simpler products.
fun ChemicalDecomposition : Class ;
fun ChemicalDecomposition_Class : SubClass ChemicalDecomposition (both ChemicalProcess Separating) ;
-- A ChemicalProcess occurs whenever
-- chemical compounds (CompoundSubstances) are formed or decomposed.
-- For example, reactants disappear as chemical change occurs, and products
-- appear as chemical change occurs. In a chemical change a chemical
-- reaction takes place. Catalysts in a ChemicalProcess may speed up the
-- reaction, but aren't themselves produced or consumed. Examples: rusting of
-- iron and the decomposition of water, induced by an electric current, to
-- gaseous hydrogen and gaseous oxygen.
fun ChemicalProcess : Class ;
fun ChemicalProcess_Class : SubClass ChemicalProcess InternalChange ;
-- The Class of ChemicalProcesses in
-- which a CompoundSubstance is formed from simpler reactants.
fun ChemicalSynthesis : Class ;
fun ChemicalSynthesis_Class : SubClass ChemicalSynthesis (both ChemicalProcess Combining) ;
-- The class of Ovals such that all GeometricPoints
-- that make up the Circle are equidistant from a single GeometricPoint,
-- known as the center of the Circle.
fun Circle : Class ;
fun Circle_Class : SubClass Circle Oval ;
-- A LandArea of relatively small size, inhabited
-- by a community of people, and having some sort of political structure.
-- Note that this class includes both large cities and small settlements
-- like towns, villages, hamlets, etc.
fun City : Class ;
fun City_Class : SubClass City (both GeopoliticalArea LandArea) ;
-- The Class of IntentionalPsychologicalProcesses
-- which involve attaching a name or category to a thing or set of things.
-- Note that Classifying is distinguished from Learning by the fact
-- that the latter covers the acquisition by a CognitiveAgent of any
-- Proposition, while the former involves the assignment of a label
-- or category.
fun Classifying : Class ;
fun Classifying_Class : SubClass Classifying IntentionalPsychologicalProcess ;
-- Any TwoDimensionalFigure which
-- has a well defined interior and exterior.
fun ClosedTwoDimensionalFigure : Class ;
fun ClosedTwoDimensionalFigure_Class : SubClass ClosedTwoDimensionalFigure TwoDimensionalFigure ;
-- Artifact made out of fabrics and possibly other
-- materials that are used to cover the bodies of Humans.
fun Clothing : Class ;
fun Clothing_Class : SubClass Clothing WearableItem ;
-- Any GasMixture that is visible, e.g. Smoke produced
-- by a fire or clouds of water vapor in the sky.
fun Cloud : Class ;
fun Cloud_Class : SubClass Cloud GasMixture ;
-- A SentientAgent with responsibilities
-- and the ability to reason, deliberate, make plans, etc. This is
-- essentially the legal/ethical notion of a person. Note that, although
-- Human is a subclass of CognitiveAgent, there may be instances of
-- CognitiveAgent which are not also instances of Human. For example,
-- chimpanzees, gorillas, dolphins, whales, and some extraterrestrials
-- (if they exist) may be CognitiveAgents.
fun CognitiveAgent : Class ;
fun CognitiveAgent_Class : SubClass CognitiveAgent SentientAgent ;
-- Vertebrates whose body temperature
-- is not internally regulated.
fun ColdBloodedVertebrate : Class ;
fun ColdBloodedVertebrate_Class : SubClass ColdBloodedVertebrate Vertebrate ;
-- Collections have members like Classes, but, unlike Classes,
-- they have a position in space_time and members can be
-- added and subtracted without thereby changing the identity of the
-- Collection. Some examples are toolkits, football teams, and flocks
-- of sheep.
fun Collection : Class ;
fun Collection_Class : SubClass Collection Object ;
-- The Class of Attributes relating to the
-- color of Objects.
fun ColorAttribute : Class ;
fun ColorAttribute_Class : SubClass ColorAttribute InternalAttribute ;
-- The subclass of SurfaceChange where a
-- ColorAttribute of the patient is altered. Note that the change in
-- color may apply to just part of the object.
fun Coloring : Class ;
fun Coloring_Class : SubClass Coloring SurfaceChange ;
-- A Process where two or more SelfConnectedObjects
-- are incorporated into a single SelfConnectedObject. Note that Combining
-- is different from Attaching in that the former results in one of the objects
-- being part of the other, while Attaching only results in the two objects
-- being connected with one another. Note too that Combining is different
-- from Putting in that one or both of the two things which are combined may or
-- may not be moved from the location where they were combined.
fun Combining : Class ;
fun Combining_Class : SubClass Combining DualObjectProcess ;
-- The Class of ChemicalProcesses in which an Object
-- reacts with oxygen and gives off heat. This includes all Processes in which
-- something is burning.
fun Combustion : Class ;
fun Combustion_Class : SubClass Combustion ChemicalDecomposition ;
-- An Agent that provides products and/or
-- services for a fee with the aim of making a profit.
fun CommercialAgent : Class ;
fun CommercialAgent_Class : SubClass CommercialAgent Agent ;
-- Any FinancialTransaction by a
-- CommercialAgent where the aim is to produce a profit.
fun CommercialService : Class ;
fun CommercialService_Class : SubClass CommercialService (both FinancialTransaction ServiceProcess) ;
-- Instances of this Class commit the agent to some
-- future course. For example, Bob promised Susan that he would be home by 11pm.
fun Committing : Class ;
fun Committing_Class : SubClass Committing LinguisticCommunication ;
-- A SocialInteraction that involves
-- the transfer of information between two or more CognitiveAgents.
-- Note that Communication is closely related to, but essentially
-- different from, ContentDevelopment. The latter involves the creation
-- or modification of a ContentBearingObject, while Communication is
-- the transfer of information for the purpose of conveying a message.
fun Communication : Class ;
fun Communication_Class : SubClass Communication (both ContentBearingProcess SocialInteraction) ;
-- The Class of IntentionalPsychologicalProcesses
-- which involve comparing, relating, contrasting, etc. the properties of
-- two or more Entities.
fun Comparing : Class ;
fun Comparing_Class : SubClass Comparing (both DualObjectProcess IntentionalPsychologicalProcess) ;
-- The complement of a given SetOrClass C is the
-- SetOrClass of all things that are not instances of C. In other words, an
-- object is an instance of the complement of a SetOrClass C just in case it
-- is not an instance of C.
fun ComplementFn : El SetOrClass -> Ind SetOrClass ;
-- A Number that has the form: x + yi, where x
-- and y are RealNumbers and i is the square root of _1.
fun ComplexNumber : Class ;
fun ComplexNumber_Class : SubClass ComplexNumber Number ;
-- Instances
-- of this Class are UnitsOfMeasure defined by the functional
-- composition of other units, each of which might be a
-- CompositeUnitOfMeasure or a NonCompositeUnitOfMeasure.
fun CompositeUnitOfMeasure : Class ;
fun CompositeUnitOfMeasure_Class : SubClass CompositeUnitOfMeasure UnitOfMeasure ;
-- The Class of Substances that contain
-- two or more elements (ElementalSubstances), in definite proportion by weight.
-- The composition of a pure compound will be invariant, regardless of the method
-- of preparation. Compounds are composed of more than one kind of atom (element).
-- The term molecule is often used for the smallest unit of a compound that still
-- retains all of the properties of the compound. Examples: Table salt (sodium
-- chloride, NaCl), sugar (sucrose, C_{12}H_{22}O_{11}), and water (H_2O).
fun CompoundSubstance : Class ;
fun CompoundSubstance_Class : SubClass CompoundSubstance PureSubstance ;
-- The class of Languages designed for
-- and interpreted by a computer.
fun ComputerLanguage : Class ;
fun ComputerLanguage_Class : SubClass ComputerLanguage ArtificialLanguage ;
-- A set of instructions in a computer
-- programming language that can be executed by a computer.
fun ComputerProgram : Class ;
fun ComputerProgram_Class : SubClass ComputerProgram Procedure ;
-- The process of developing a
-- ComputerProgram
fun ComputerProgramming : Class ;
fun ComputerProgramming_Class : SubClass ComputerProgramming ContentDevelopment ;
-- The Class of Processes where an Object is
-- cooled and converted from a Gas to a Liquid.
fun Condensing : Class ;
fun Condensing_Class : SubClass Condensing StateChange ;
-- The Class of Keeping Processes where the
-- patient is a Human or an Animal and is kept involuntarily. This covers
-- caging, imprisonment, jailing, etc.
fun Confining : Class ;
fun Confining_Class : SubClass Confining Keeping ;
-- Attributes that indicate whether
-- an Organism is conscious or the qualitative degree of consciousness of
-- an Organism.
fun ConsciousnessAttribute : Class ;
fun ConsciousnessAttribute_Class : SubClass ConsciousnessAttribute StateOfMind ;
-- A ConstantQuantity is a PhysicalQuantity that has a constant value, e.g.
-- 3 Meters and 5 HourDurations. The magnitude (see MagnitudeFn) of every
-- ConstantQuantity is a RealNumber. ConstantQuantity is
-- distinguished from FunctionQuantity, in that each instance of the
-- latter is formed through the mapping of one PhysicalQuantity to
-- another PhysicalQuantity. Each instance of ConstantQuantity is
-- expressed with the BinaryFunction MeasureFn, which takes a
-- Number and a UnitOfMeasure as arguments. For example, 3 Meters
-- is expressed as (MeasureFn 3 Meter). Instances of
-- ConstantQuantity form a partial order (see
-- PartialOrderingRelation) with the lessThan relation, since
-- lessThan is a RelationExtendedToQuantities and lessThan is
-- defined over the RealNumbers. The lessThan relation is not a
-- total order (see TotalOrderingRelation) over the class
-- ConstantQuantity since elements of some subclasses of
-- ConstantQuantity (such as length quantities) are incomparable to
-- elements of other subclasses of ConstantQuantity
-- (such as mass quantities).
fun ConstantQuantity : Class ;
fun ConstantQuantity_Class : SubClass ConstantQuantity PhysicalQuantity ;
-- An ConstructedLanguage is a
-- HumanLanguage that did not evolve spontaneously within a language
-- community, but rather had its core grammar and vocabulary invented by
-- one or more language experts, often with an aim to produce a more
-- grammatically regular language than any language that has evolved
-- naturally. This Class includes languages like Esperanto that were
-- created to facilitate international communication
fun ConstructedLanguage : Class ;
fun ConstructedLanguage_Class : SubClass ConstructedLanguage (both ArtificialLanguage HumanLanguage) ;
-- The subclass of Making in which a
-- StationaryArtifact is built.
fun Constructing : Class ;
fun Constructing_Class : SubClass Constructing Making ;
-- Any SelfConnectedObject that expresses
-- content. This content may be a Proposition, e.g. when the ContentBearingObject
-- is a Sentence or Text, or it may be a representation of an abstract or
-- physical object, as with an Icon, a Word or a Phrase.
fun ContentBearingObject : Class ;
fun ContentBearingObject_Class : SubClass ContentBearingObject (both ContentBearingPhysical CorpuscularObject) ;
-- Any Object or Process that
-- expresses content. This covers Objects that contain a Proposition,
-- such as a book, as well as ManualSignLanguage, which may similarly
-- contain a Proposition.
fun ContentBearingPhysical : Class ;
fun ContentBearingPhysical_Class : SubClass ContentBearingPhysical Physical ;
-- Any Process, for example
-- ManualHumanLanguage, which may contain a Proposition.
fun ContentBearingProcess : Class ;
fun ContentBearingProcess_Class : SubClass ContentBearingProcess ContentBearingPhysical ;
-- A subclass of IntentionalProcess in
-- which content is modified, its form is altered or it is created anew.
fun ContentDevelopment : Class ;
fun ContentDevelopment_Class : SubClass ContentDevelopment IntentionalProcess ;
-- A SocialInteraction where the agent and
-- patient are CognitiveAgents who are trying to defeat one another.
-- Note that this concept is often applied in a metaphorical sense in natural
-- language, when we speak, e.g., of the struggle of plants for space or
-- sunlight, or of bacteria for food resources in some environment.
fun Contest : Class ;
fun Contest_Class : SubClass Contest SocialInteraction ;
-- A Class containing Attributes that are
-- specific to participants in a Contest. In particular, these Attributes
-- indicate the position of one of the agents in the Contest with respect
-- to other agent(s) in the Contest. Some examples of these Attributes
-- are winning, losing, won, lost, etc.
fun ContestAttribute : Class ;
fun ContestAttribute_Class : SubClass ContestAttribute ObjectiveNorm ;
-- As defined in the CIA World Fact Book,
-- Continent covers seven land masses: Africa, NorthAmerica,
-- SouthAmerica, Antarctica, Europe, Asia, and Oceania.
-- Note that Australia, counted as a continent in some other systems,
-- is included in Oceania in the Fact Book. As a consequence, there
-- is no Nation which is also a Continent.
fun Continent : Class ;
fun Continent_Class : SubClass Continent LandArea ;
-- The Making of an instance of Food. Note
-- that this can cover any preparation of Food, e.g. making a salad,
-- cutting up fruit, etc. It does not necessarily involve the application
-- of heat.
fun Cooking : Class ;
fun Cooking_Class : SubClass Cooking Making ;
-- Any Decreasing Process where the PhysicalQuantity
-- decreased is a TemperatureMeasure.
fun Cooling : Class ;
fun Cooling_Class : SubClass Cooling Decreasing ;
-- The subclass of SocialInteraction where
-- the participants involved work together for the achievement of a common
-- goal.
fun Cooperation : Class ;
fun Cooperation_Class : SubClass Cooperation SocialInteraction ;
-- A TimeZone which functions
-- as the standard time zone. It is also known as Zulu time (in the military),
-- Greenwich Mean Time, and the Western European time zone. Note that whenever
-- a TimeZone is not specified, the TimePosition is understood to be with
-- respect to the CoordinatedUniversalTimeZone.
fun CoordinatedUniversalTimeZone : Ind TimeZone ;
-- An Organization that has a special legal status
-- that allows a group of persons to act as a CommercialAgent and that insulates
-- the owners (shareholders) from many liabilities that might result from the
-- corporation's operation.
fun Corporation : Class ;
fun Corporation_Class : SubClass Corporation (both CommercialAgent Organization) ;
-- A SelfConnectedObject whose parts have
-- properties that are not shared by the whole.
fun CorpuscularObject : Class ;
fun CorpuscularObject_Class : SubClass CorpuscularObject SelfConnectedObject ;
-- (CosineFn ?DEGREE) returns the cosine of the
-- PlaneAngleMeasure ?DEGREE. The cosine of ?DEGREE is the ratio of the
-- side next to ?DEGREE to the hypotenuse in a right_angled triangle.
fun CosineFn : El PlaneAngleMeasure -> Ind RealNumber ;
-- SI electric charge measure. Symbol: C. It is
-- the quantity of electric charge transported through a cross section of
-- a conductor in an electric circuit during each SecondDuration by a
-- current of 1 Ampere. Coulomb = s*A.
fun Coulomb : Ind CompositeUnitOfMeasure ;
-- Enumerating something. The Class of Calculating
-- Processes where the aim is to determine the Number corresponding to the
-- patient.
fun Counting : Class ;
fun Counting_Class : SubClass Counting Calculating ;
-- A GeopoliticalArea that is larger than a city,
-- usually encompassing several cities, and smaller than a StateOrProvince.
-- Aside from City, this is the smallest geopolitical subdivision, and it is
-- known by various names in various counties, e.g. parrish, commune, etc.
fun County : Class ;
fun County_Class : SubClass County (both GeopoliticalArea LandArea) ;
-- The Class of Putting processes where the agent
-- covers the patient, either completely or only partially, with something
-- else.
fun Covering : Class ;
fun Covering_Class : SubClass Covering Putting ;
-- The subclass of Process in which
-- something is created. Note that the thing created is specified
-- with the result CaseRole.
fun Creation : Class ;
fun Creation_Class : SubClass Creation InternalChange ;
-- A Class of Arthropods that mainly dwells
-- in water and has a segmented body and a chitinous exoskeleton. Includes
-- lobsters, crabs, shrimp, and barnacles.
fun Crustacean : Class ;
fun Crustacean_Class : SubClass Crustacean Arthropod ;
-- English unit of volume equal to 1/2 of a Pint.
fun Cup : Ind UnitOfVolume ;
-- Any element of the official currrency of some
-- Nation. This covers both CurrencyBills and CurrencyCoins.
fun Currency : Class ;
fun Currency_Class : SubClass Currency FinancialInstrument ;
-- Instances of this
-- subclass of ConstantQuantity are measures of monetaryValue
-- stated in terms of some UnitOfCurrency such as UnitedStatesDollar,
-- UnitedStatesCent, Lire, Yen, etc.
fun CurrencyMeasure : Class ;
fun CurrencyMeasure_Class : SubClass CurrencyMeasure ConstantQuantity ;
-- A UnaryFunction that assigns a Graph the
-- Class of GraphPaths that partition the graph into two separate
-- graphs if cut. There may be more than one cutset for a given graph.
fun CutSetFn : El Graph -> Desc GraphPath ;
-- The subclass of Poking Processes which
-- involve a sharp instrument.
fun Cutting : Class ;
fun Cutting_Class : SubClass Cutting Poking ;
-- The Class of Processes where the agent brings about a situation
-- where the patient no longer functions normally or as intended.
fun Damaging : Class ;
fun Damaging_Class : SubClass Damaging InternalChange ;
-- An Attribute which indicates that the associated
-- Object contains some Liquid.
fun Damp : Ind SaturationAttribute ;
-- Any BodyMotion of Humans which is deliberately coordinated with music.
fun Dancing : Class ;
fun Dancing_Class : SubClass Dancing BodyMotion ;
-- The Class of all calendar Days.
fun Day : Class ;
fun Day_Class : SubClass Day TimeInterval ;
-- Time unit. 1 day = 24 hours.
fun DayDuration : Ind UnitOfDuration ;
-- A BinaryFunction that assigns a PositiveRealNumber and
-- a subclass of Months to the Days within each Month corresponding to that
-- PositiveRealNumber. For example, (DayFn 16 August) is the Class of all
-- sixteenth days of August. For another example, (DayFn 9 Month) would return
-- the class of all ninth days of any month. For still another example, (DayFn 18
-- (MonthFn August (YearFn 1912))) denotes the 18th day of August 1912.
fun DayFn : El PositiveInteger -> Desc Month -> Desc Day ;
-- This Attribute applies to Organisms that are
-- not alive.
fun Dead : Ind (both AnimacyAttribute ConsciousnessAttribute) ;
-- The Process of dying.
fun Death : Class ;
fun Death_Class : SubClass Death OrganismProcess ;
-- The Class of all Months which are December.
fun December : Class ;
fun December_Class : SubClass December Month ;
-- The subclass of Selecting where the agent
-- opts for one course of action out of a set of multiple possibilities
-- that are open to him/her.
fun Deciding : Class ;
fun Deciding_Class : SubClass Deciding Selecting ;
-- The Class of LinguisticCommunications that
-- effect an institutional alteration when performed by competent authority.
-- Some examples are nominating, marrying, and excommunicating.
fun Declaring : Class ;
fun Declaring_Class : SubClass Declaring LinguisticCommunication ;
-- Converting a document or message that has previously
-- been encoded (see Encoding) into a Language that can be understood by a
-- relatively large number of speakers.
fun Decoding : Class ;
fun Decoding_Class : SubClass Decoding Writing ;
-- Any QuantityChange where the PhysicalQuantity is decreased.
fun Decreasing : Class ;
fun Decreasing_Class : SubClass Decreasing QuantityChange ;
-- An Argument which has the form of a deduction, i.e.
-- it is claimed that the set of premises entails the conclusion.
fun DeductiveArgument : Class ;
fun DeductiveArgument_Class : SubClass DeductiveArgument Argument ;
-- A Maneuver in a ViolentContest
-- where the agent attempts to avoid being damaged.
fun DefensiveManeuver : Class ;
fun DefensiveManeuver_Class : SubClass DefensiveManeuver Maneuver ;
-- Exhibiting something or a range of things
-- before the public in a particular location. This would cover software
-- demos, theatrical plays, lectures, dance and music recitals, museum
-- exhibitions, etc.
fun Demonstrating : Class ;
fun Demonstrating_Class : SubClass Demonstrating Disseminating ;
-- (DenominatorFn ?NUMBER) returns the
-- denominator of the canonical reduced form of the RealNumber ?NUMBER.
fun DenominatorFn : El RealNumber -> Ind Integer ;
-- DensityFn maps an instance of MassMeasure
-- and an instance of VolumeMeasure to the density represented by this
-- proportion of mass and volume. For example, (DensityFn (MeasureFn 3 Gram)
-- (MeasureFn 1 Liter)) represents the density of 3 grams per liter.
fun DensityFn : El MassMeasure -> El VolumeMeasure -> Ind FunctionQuantity;
-- A Class containing all of the Attributes
-- relating to the notions of permission, obligation, and prohibition.
fun DeonticAttribute : Class ;
fun DeonticAttribute_Class : SubClass DeonticAttribute ObjectiveNorm ;
-- The spatial analogue of Planning. Designing a
-- Collection of Objects involves determining a placement of the Objects
-- with respect to one another and perhaps other Objects as well, in order to
-- satisfy a particular purpose.
fun Designing : Class ;
fun Designing_Class : SubClass Designing IntentionalPsychologicalProcess ;
-- The subclass of Damagings in which the patient (or an essential element of the patient) is destroyed.
-- Note that the difference between this concept and its superclass is solely one of extent.
fun Destruction : Class ;
fun Destruction_Class : SubClass Destruction Damaging ;
-- A Process where the agent detaches one thing
-- from something else. Note that Detaching is different from Separating
-- in that the latter applies to Substances, while the former applies to
-- CorpuscularObjects. Note too that Detaching is different from
-- Removing in that one or both of the two things which are detached may or
-- may not be moved from the location where they were attached.
fun Detaching : Class ;
fun Detaching_Class : SubClass Detaching DualObjectProcess ;
-- Attributes that indicate the stage of development of an Organism.
fun DevelopmentalAttribute : Class ;
fun DevelopmentalAttribute_Class : SubClass DevelopmentalAttribute BiologicalAttribute ;
-- A Device is an Artifact whose purpose is to
-- serve as an instrument in a specific subclass of Process.
fun Device : Class ;
fun Device_Class : SubClass Device Artifact ;
-- A Process that is carried out for
-- the purpose of determining the nature of a DiseaseOrSyndrome.
fun DiagnosticProcess : Class ;
fun DiagnosticProcess_Class : SubClass DiagnosticProcess Investigating ;
-- The Process by which Food that has been ingested is broken down
-- into simpler chemical compounds and absorbed by the Organism.
fun Digesting : Class ;
fun Digesting_Class : SubClass Digesting (both AutonomicProcess OrganismProcess) ;
-- The Class of directed graphs. A directed graph is a Graph in which all GraphArcs
-- have direction, i.e. every GraphArc has an initial node (see
-- InitialNodeFn) and a terminal node (see TerminalNodeFn).
fun DirectedGraph : Class ;
fun DirectedGraph_Class : SubClass DirectedGraph Graph ;
-- Instances of this Class urge some further action
-- among the receivers. A Directing can be an Ordering, a Requesting or
-- a Questioning.
fun Directing : Class ;
fun Directing_Class : SubClass Directing LinguisticCommunication ;
-- The act of changing the direction in
-- which the patient of the act is oriented.
fun DirectionChange : Class ;
fun DirectionChange_Class : SubClass DirectionChange Motion ;
-- The subclass of PositionalAttributes
-- that concern compass directions.
fun DirectionalAttribute : Class ;
fun DirectionalAttribute_Class : SubClass DirectionalAttribute PositionalAttribute ;
-- A Stating in which two Agents have
-- contradictory statements. This is distinguished from Arguing in
-- that the statement in dispute may be a simple assertion, rather than
-- a chain of deduction, and that two entities must be disagreeing with
-- each other, whereas a single entity may craft an argument for a given
-- point of view, without the need for another agent to disagree with.
fun Disagreeing : Class ;
fun Disagreeing_Class : SubClass Disagreeing Stating ;
-- Finding something that was sought. Note that
-- this class is restricted to cases of discovering something Physical.
-- For cases involving the acquisition of knowledge, the class Learning
-- should be used.
fun Discovering : Class ;
fun Discovering_Class : SubClass Discovering IntentionalPsychologicalProcess ;
-- A BiologicalAttribute which qualifies
-- something that alters or interferes with a normal process, state or activity
-- of an Organism. It is usually characterized by the abnormal functioning of
-- one or more of the host's systems, parts, or Organs.
fun DiseaseOrSyndrome : Class ;
fun DiseaseOrSyndrome_Class : SubClass DiseaseOrSyndrome BiologicalAttribute ;
-- Any Communication that involves a
-- single agent and many destinations. This covers the release
-- of a published book, broadcasting, a theatrical performance, giving
-- orders to assembled troops, delivering a public lecture, etc.
fun Disseminating : Class ;
fun Disseminating_Class : SubClass Disseminating Communication ;
-- If ?NUMBER1 and ?NUMBER2 are Numbers, then
-- (DivisionFn ?NUMBER1 ?NUMBER2) is the result of dividing ?NUMBER1 by
-- ?NUMBER2. Note that when ?NUMBER1 = 1 (DivisionFn ?NUMBER1 ?NUMBER2)
-- is the reciprocal of ?NUMBER2. Note too that (DivisionFn ?NUMBER1 ?NUMBER2)
-- is undefined when ?NUMBER2 = 0.
fun DivisionFn : El Quantity -> El Quantity -> Ind Quantity ;
-- The Process by which liquid Food, i.e.
-- Beverages, are incorporated into an Animal.
fun Drinking : Class ;
fun Drinking_Class : SubClass Drinking Ingesting ;
-- Controlling the direction and/or speed of a
-- Vehicle. This includes navigating a ship, driving a car or truck,
-- operating a train, etc.
fun Driving : Class ;
fun Driving_Class : SubClass Driving Guiding ;
-- An Attribute which indicates that the associated
-- Object contains no Liquid.
fun Dry : Ind SaturationAttribute ;
-- The Class of Processes where a Liquid is removed
-- from an Object.
fun Drying : Class ;
fun Drying_Class : SubClass Drying Removing ;
-- Any Process that requires two,
-- nonidentical patients.
fun DualObjectProcess : Class ;
fun DualObjectProcess_Class : SubClass DualObjectProcess Process ;
-- The compass direction of East.
fun East : Ind DirectionalAttribute ;
-- A TimeZone that covers much of the eastern United States.
fun EasternTimeZone : Ind TimeZone ;
-- The Process by which solid Food is incorporated into an Animal.
fun Eating : Class ;
fun Eating_Class : SubClass Eating Ingesting ;
-- A binary function that maps a type of text
-- (e.g. Agatha Christie's Murder_on_the_Orient_Express) and a number
-- to the edition of the text type corresponding to the number.
fun EditionFn : Desc ContentBearingObject -> El PositiveInteger -> Desc ContentBearingObject ;
-- A EducationalOrganization is an institution of learning.
-- Some examples are public and private K_12 schools, and colleges and universities.
fun EducationalOrganization : Class ;
fun EducationalOrganization_Class : SubClass EducationalOrganization Organization ;
-- Any Process which is intended to result in Learning.
fun EducationalProcess : Class ;
fun EducationalProcess_Class : SubClass EducationalProcess Guiding ;
-- The fertilized or unfertilized female ReproductiveBody of an Animal.
-- This includes Bird and Reptile eggs, as well as mammalian ova.
fun Egg : Class ;
fun Egg_Class : SubClass Egg (both AnimalAnatomicalStructure ReproductiveBody) ;
-- Election is the class of events conducted by an
-- organization, in which qualified participants vote for officers, adopt
-- resolutions, or settle other issues in that Organization.
fun Election : Class ;
fun Election_Class : SubClass Election OrganizationalProcess ;
-- SubatomicParticles that surround the AtomicNucleus. They have a negative charge.
fun Electron : Class ;
fun Electron_Class : SubClass Electron SubatomicParticle ;
-- The ElectronVolt is an energy measure.
-- Symbol: eV. It is the kinetic energy acquired by an electron in passing
-- through a potential difference of 1 Volt in a vacuum.
fun ElectronVolt : Ind CompositeUnitOfMeasure ;
-- The Class of PureSubstances that
-- cannot be separated into two or more Substances by ordinary chemical
-- (or physical) means. This excludes nuclear reactions. ElementalSubstances
-- are composed of only one kind of atom. Examples: Iron (Fe), copper (Cu),
-- and oxygen (O_2). ElementalSubstances are the simplest
-- PureSubstances.
fun ElementalSubstance : Class ;
fun ElementalSubstance_Class : SubClass ElementalSubstance PureSubstance ;
-- The stage of an Organism or an
-- AnatomicalStructure that exists only before the Organism is born.
-- Mammals, for example, have this Attribute only prior to
-- their birth.
fun Embryonic : Ind DevelopmentalAttribute ;
-- The Class of Attributes that denote emotional states of Organisms.
fun EmotionalState : Class ;
fun EmotionalState_Class : SubClass EmotionalState StateOfMind ;
-- Converting a document or message into a formal
-- language or into a code that can be understood only by a relatively small
-- body of Agents. Generally speaking, this hinders wide dissemination of
-- the content in the original document or message.
fun Encoding : Class ;
fun Encoding_Class : SubClass Encoding Writing ;
-- A UnaryFunction that maps a TimeInterval to
-- the TimePoint at which the interval ends.
fun EndFn : El TimeInterval -> Ind TimePoint ;
-- A UnaryFunction that maps a GraphPath
-- to the GraphNode that is the end of the GraphPath. Note that, unlike
-- TerminalNodeFn (which relates a GraphArc to a GraphNode),
-- EndNodeFn is a total function _ every GraphPath has a end.
fun EndNodeFn : El GraphPath -> Ind GraphNode ;
-- A fundamental concept that applies
-- in many engineering domains. An EngineeringComponent is an element of
-- a Device that is a physically whole object, such as one might
-- see listed as standard parts in a catalog. The main difference betweeen
-- EngineeringComponents and arbitrary globs of matter is that
-- EngineeringComponents are object_like in a modeling sense. Thus, an
-- EngineeringComponent is not an arbtrary subregion, but a part of a
-- system with a stable identity.
fun EngineeringComponent : Class ;
fun EngineeringComponent_Class : SubClass EngineeringComponent Device ;
-- An EngineeringConnection is an
-- EngineeringComponent that represents a connection relationship between
-- two other EngineeringComponents. It is a reification of the
-- Predicate connectedEngineeringComponents. That means that whenever
-- this Predicate holds between two EngineeringComponents, there exists an
-- EngineeringConnection. The practical reason for reifying a relationship
-- is to be able to attach other information about it. For example, one
-- might want to say that a particular connection is associated with some
-- shared parameters, or that it is of a particular type.
-- EngineeringConnections are EngineeringComponents and can therefore be
-- an engineeringSubcomponent of other EngineeringComponents. However,
-- to provide for modular regularity in component systems,
-- EngineeringConnections cannot be connected. For each pair of
-- EngineeringComponents related by connectedEngineeringComponents, there
-- exists at least one EngineeringConnection. However, that object may not
-- be unique, and the same EngineeringConnection may be associated with
-- several pairs of EngineeringComponents.
fun EngineeringConnection : Class ;
fun EngineeringConnection_Class : SubClass EngineeringConnection EngineeringComponent ;
-- The universal class of individuals. This is the root
-- node of the ontology.
fun Entity : Class ;
-- A complex Protein that is produced by living cells and which
-- catalyzes specific biochemical reactions. There are six
-- main types of enzymes: oxidoreductases, transferases, hydrolases,
-- lyases, isomerases, and ligases.
fun Enzyme : Class ;
fun Enzyme_Class : SubClass Enzyme Protein ;
-- A GroupOfPeople whose members originate
-- from the same GeographicArea or share the same Language and/or cultural
-- practices.
fun EthnicGroup : Class ;
fun EthnicGroup_Class : SubClass EthnicGroup GroupOfPeople ;
-- A currency measure. 1 EuroCent is equal to .01 EuroDollars.
fun EuroCent : Ind UnitOfCurrency ;
-- A currency measure of most European Union countries.
fun EuroDollar : Ind UnitOfCurrency ;
-- The Class of Processes where a Substance is converted
-- from a Liquid to a Gas at a temperature below its Boiling point.
fun Evaporating : Class ;
fun Evaporating_Class : SubClass Evaporating StateChange ;
-- An Integer that is evenly divisible
-- by 2.
fun EvenInteger : Class ;
fun EvenInteger_Class : SubClass EvenInteger Integer ;
-- The system of Bones that are on the Outside of an organism and
-- make up the supporting structure of many Invertebrates.
fun Exoskeleton : Class ;
fun Exoskeleton_Class : SubClass Exoskeleton (both AnimalAnatomicalStructure BodyPart) ;
-- Investigating the truth of a Proposition
-- by constructing and observing a trial. Note that the trial may be either
-- controlled or uncontrolled, blind or not blind.
fun Experimenting : Class ;
fun Experimenting_Class : SubClass Experimenting Investigating ;
-- An Argument where the conclusion is an
-- observed fact and the premises are other facts which collectively imply
-- the conclusion. Note that this is the they hypothetico_deductive model
-- of explanation.
fun Explanation : Class ;
fun Explanation_Class : SubClass Explanation DeductiveArgument ;
-- (ExponentiationFn ?NUMBER ?INT) returns
-- the RealNumber ?NUMBER raised to the power of the Integer ?INT.
fun ExponentiationFn : El Quantity -> El Integer -> Ind Quantity ;
-- Instances of this Class express a state of the agent.
-- For example, Jane thanked Barbara for the present she had given her. The thanking
-- in this case expresses the gratitude of Jane towards Barbara. Note that Expressing,
-- unlike the other speech act types, is not a subclass of LinguisticCommunication.
-- This is because emotions, for example, can be expressed without language, e.g. by
-- smiling.
fun Expressing : Class ;
fun Expressing_Class : SubClass Expressing Communication ;
-- A UnaryFunction that maps an Attribute
-- into the Class whose condition for membership is the Attribute.
fun ExtensionFn : El Attribute -> Class ;
-- Artifacts that are created by weaving together
-- natural or synthetic fibers or by treating the skins of certain sorts of
-- Animals. Note that this Class includes articles that are created by
-- stitching together various types of fabrics, e.g. bedspreads. On the other
-- hand, Clothing is not a subclass of Fabric, because many clothing items
-- contain elements that are not fabrics.
fun Fabric : Class ;
fun Fabric_Class : SubClass Fabric Artifact ;
-- The class of Texts that purport to
-- reveal facts about the world. Such texts are often known as information
-- or as non_fiction. Note that something can be an instance of
-- FactualText, even if it is wholly inaccurate. Whether something
-- is a FactualText is determined by the beliefs of the agent creating
-- the text.
fun FactualText : Class ;
fun FactualText_Class : SubClass FactualText Text ;
-- A UnitOfTemperature that is commonly
-- used in the United States. On the Fahrenheit scale, the freezing point
-- of water is 32 FahrenheitDegrees, and the boiling point of water is
-- 212 FahrenheitDegrees.
fun FahrenheitDegree : Ind UnitOfTemperature ;
-- Falling is the class of events in which something moves
-- from a higher location to a lower location under the force of gravity.
fun Falling : Class ;
fun Falling_Class : SubClass Falling (both MotionDownward Translocation) ;
-- The TruthValue of being false.
fun False : Ind TruthValue ;
-- A GroupOfPeople whose members bear
-- familyRelations to one another.
fun FamilyGroup : Class ;
fun FamilyGroup_Class : SubClass FamilyGroup GroupOfPeople ;
-- SI capacitance measure. Symbol: F. It is the
-- capacitance of a capacitator between the plates of which there appears
-- a difference of potential of 1 Volt when it is charged by a quantity
-- of electricity equal to 1 Coulomb. Farad = C/V =
-- m^(_2)*kg(_1)*s^4*A^2.
fun Farad : Ind CompositeUnitOfMeasure ;
-- Nonrigid Tissue that is composed largely of fat cells.
fun FatTissue : Class ;
fun FatTissue_Class : SubClass FatTissue Tissue ;
-- The Class of all Months which are February.
fun February : Class ;
fun February_Class : SubClass February Month ;
-- The Class of Carnivores with completely
-- separable toes, slim bodies, and rounded heads. All felines other than
-- the cheetah have retractable claws.
fun Feline : Class ;
fun Feline_Class : SubClass Feline Carnivore ;
-- An Attribute indicating that an Organism is
-- female in nature.
fun Female : Ind SexAttribute ;
-- A NonFloweringPlant that contains vascular tissue.
-- This class includes true ferns, as well as horsetails, club mosses, and
-- whisk ferns.
fun Fern : Class ;
fun Fern_Class : SubClass Fern NonFloweringPlant ;
-- The class of Texts that purport to
-- be largely a product of the author's imagination, i.e. the author
-- does not believe that most of the content conveyed by the text is
-- an accurate depiction of the real world. Note that something can
-- be an instance of FictionalText, even if it is completely true.
-- Whether something is a FictionalText is determined by the beliefs
-- of the agent creating the text.
fun FictionalText : Class ;
fun FictionalText_Class : SubClass FictionalText Text ;
-- An academic or applied discipline with
-- recognized experts and with a core of accepted theory or practice. Note
-- that FieldOfStudy is a subclass of Proposition, because a
-- FieldOfStudy is understood to be a body of abstract, informational
-- content, with varying degrees of certainty attached to each element of
-- this content.
fun FieldOfStudy : Class ;
fun FieldOfStudy_Class : SubClass FieldOfStudy Proposition ;
-- Something is Fillable if it can be filled by
-- something else. Note that 'filled' here means perfectly filled.
-- Something is fillable just in case it is part of a hole, i.e.,
-- fillability is an exclusive property of holes and their parts.
fun Fillable : Ind ShapeAttribute ;
-- A document having monetary value
-- or recording a monetary transaction
fun FinancialInstrument : Class ;
fun FinancialInstrument_Class : SubClass FinancialInstrument Certificate ;
-- A Transaction where an instance
-- of Currency is exchanged for something else.
fun FinancialTransaction : Class ;
fun FinancialTransaction_Class : SubClass FinancialTransaction Transaction ;
-- A Set containing a finite number of elements.
fun FiniteSet : Class ;
fun FiniteSet_Class : SubClass FiniteSet Set ;
-- A cold_blooded aquatic Vertebrate characterized by
-- fins and breathing by gills. Included here are Fish having either a bony
-- skeleton, such as a perch, or a cartilaginous skeleton, such as a shark.
-- Also included are those Fish lacking a jaw, such as a lamprey or
-- hagfish.
fun Fish : Class ;
fun Fish_Class : SubClass Fish ColdBloodedVertebrate ;
-- The Attribute of being flammable at normal temperatures
-- (i.e. not while a Plasma).
fun Flammable : Ind PhysicalAttribute ;
-- (FloorFn ?NUMBER) returns the largest Integer
-- less than or equal to the RealNumber ?NUMBER.
fun FloorFn : El RealNumber -> Ind Integer ;
-- FlowRegion is a class of things whose
-- boundaries are relatively stable but whose constitutive material is continuously moving
-- through the region itself and being replaced by
-- other, similar material. Each FlowRegion is constituted by a stream
-- of matter moving as a whole. A FlowRegion may be liquid or gaseous.
-- A wind may be considered as a Process or as a FlowRegion, similarly
-- an OceanCurrent or a WaterWave. The motion process associated with a
-- FlowRegion F is denoted by (FlowFn F). Note that certain
-- properties belong to the FlowRegion itself (e.g., mass, length, volume,
-- temperature, and speed or velocity of the region moving as a whole),
-- while other properties of interest belong to the Motion of its
-- constitutive stuff (e.g., velocity, direction). The motion of
-- a FlowRegion as a whole (e.g., JetStream moves within the atmosphere)
-- is distinguished from the motion of the pieces of stuff constituting the
-- FlowRegion. See FlowFn and FlowRegionFn.
fun FlowRegion : Class ;
-- A Plant that produces seeds and flowers.
-- This class includes trees, shrubs, herbs, and flowers.
fun FloweringPlant : Class ;
fun FloweringPlant_Class : SubClass FloweringPlant Plant ;
-- Fluid is the PhysicalState attribute of an
-- Object that does not have a fixed shape and thus tends to flow or to
-- conform to the shape of a container.
fun Fluid : Ind PhysicalState ;
-- Any SelfConnectedObject containing Nutrients,
-- such as carbohydrates, proteins, and fats, that can be ingested by a
-- living Animal and metabolized into energy and body tissue.
fun Food : Class ;
fun Food_Class : SubClass Food SelfConnectedObject ;
-- English length unit of feet.
fun FootLength : Ind UnitOfLength ;
-- The Class of Processes where an Object is
-- cooled and converted from a Liquid to a Solid.
fun Freezing : Class ;
fun Freezing_Class : SubClass Freezing StateChange ;
-- A subclass of
-- TimeDependentQuantity, instances of which are measures of the
-- frequency with which some Process occurs.
fun FrequencyMeasure : Class ;
fun FrequencyMeasure_Class : SubClass FrequencyMeasure TimeDependentQuantity ;
-- A WaterArea whose Water is not saline,
-- e.g. most rivers and lakes.
fun FreshWaterArea : Class ;
fun FreshWaterArea_Class : SubClass FreshWaterArea WaterArea ;
-- The Class of all calendar Fridays.
fun Friday : Class ;
fun Friday_Class : SubClass Friday Day ;
-- A Function that maps an Object to the side
-- that generally receives the most attention or that typically faces the
-- direction in which the Object moves. Note that this is a partial
-- function, since some Objects do not have sides, e.g. apples and
-- spheres. Note too that the range of this Function is indefinite in
-- much the way that ImmediateFutureFn and ImmediatePastFn are indefinite.
-- Although this indefiniteness is undesirable from a theoretical standpoint,
-- it does not have significant practical implications, since there is
-- widespread intersubjective agreement about the most common cases.
fun FrontFn : El SelfConnectedObject -> Ind SelfConnectedObject ;
-- Any fruit or vegetable, i.e. a
-- ripened ReproductiveBody of a Plant. Note that FruitOrVegetable
-- is not a subclass of Food, because some fruits, e.g. poisonous
-- berries, are not edible.
fun FruitOrVegetable : Class ;
fun FruitOrVegetable_Class : SubClass FruitOrVegetable (both PlantAnatomicalStructure ReproductiveBody) ;
-- The stage of an Organism when it has reached
-- the end of its growth phase.
fun FullyFormed : Ind DevelopmentalAttribute ;
-- A FunctionQuantity
-- is a PhysicalQuantity that is returned by a Function that maps
-- from one or more instances of ConstantQuantity to another instance
-- of ConstantQuantity. For example, the velocity of a particle would
-- be represented by a FunctionQuantity relating values of time (which
-- are instances of ConstantQuantity) to values of distance
-- (also instances of ConstantQuantity). Note that all elements of the
-- range of the Function corresponding to a FunctionQuantity have the
-- same physical dimension as the FunctionQuantity itself.
fun FunctionQuantity : Class ;
fun FunctionQuantity_Class : SubClass FunctionQuantity PhysicalQuantity ;
-- Any instance of Giving where the patient is an
-- instance of Currency. Note that this class covers both financing, e.g.
-- where a firm funds a software company with venture capital with the agreement
-- that a certain percentage of the profits on the investment will be returned
-- to the firm, and instances of UnilateralGiving, e.g. providing a tuition
-- waiver and/or a stipend to a student as part of scholarship or fellowship.
fun Funding : Class ;
fun Funding_Class : SubClass Funding Giving ;
-- A eukaryotic Organism characterized by the
-- absence of chlorophyll and the presence of rigid cell walls. Included
-- here are both slime molds and true fungi such as yeasts, molds, mildews,
-- and mushrooms.
fun Fungus : Class ;
fun Fungus_Class : SubClass Fungus Organism ;
-- A UnaryFunction that maps a TimePosition
-- to the TimeInterval which it meets and which ends at
-- PositiveInfinity.
fun FutureFn : El TimePosition -> Ind TimeInterval ;
-- A Contest whose purpose is the
-- enjoyment/stimulation of the participants or spectators of the Game.
fun Game : Class ;
fun Game_Class : SubClass Game (both Contest RecreationOrExercise) ;
-- An Object has the Attribute of Gas if it has
-- neither a fixed volume nor a fixed shape.
fun Gas : Ind PhysicalState ;
-- Any Mixture that satisfies two conditions,
-- viz. it is made up predominantly of things which are a Gas and any
-- component other than Gas in the Mixture is in the form of fine particles
-- which are suspended in the Gas.
fun GasMixture : Class ;
fun GasMixture_Class : SubClass GasMixture Mixture ;
-- Any Motion where the patient is a
-- Gas. This class would cover, in particular, the motion of
-- Air, e.g. a breeze or wind.
fun GasMotion : Class ;
fun GasMotion_Class : SubClass GasMotion Motion ;
-- A UnaryFunction that takes a
-- SetOrClass of Classes as its single argument and returns a SetOrClass which
-- is the intersection of all of the Classes in the original SetOrClass, i.e.
-- the SetOrClass containing just those instances which are instances of all
-- instances of the original SetOrClass.
fun GeneralizedIntersectionFn : Desc SetOrClass -> Ind SetOrClass ;
-- A UnaryFunction that takes a SetOrClass
-- of Classes as its single argument and returns a SetOrClass which is the
-- merge of all of the Classes in the original SetOrClass, i.e. the SetOrClass
-- containing just those instances which are instances of an instance of the
-- original SetOrClass.
fun GeneralizedUnionFn : Desc SetOrClass -> Ind SetOrClass ;
-- A geographic location, generally having
-- definite boundaries. Note that this differs from its immediate superclass
-- Region in that a GeographicArea is a three_dimensional Region of the
-- earth. Accordingly, all astronomical objects other than earth and all
-- one_dimensional and two_dimensional Regions are not classed under
-- GeographicArea.
fun GeographicArea : Class ;
fun GeographicArea_Class : SubClass GeographicArea Region ;
-- The class of activities that
-- are caused by geological forces and affect geological features,
-- and which may affect the biosphere as well.
fun GeologicalProcess : Class ;
fun GeologicalProcess_Class : SubClass GeologicalProcess (both InternalChange Motion) ;
-- The class of all geometric figures, i.e. the
-- class of all abstract, spatial representations. The instances of this class
-- are GeometricPoints, TwoDimensionalFigures or ThreeDimensionalFigures.
fun GeometricFigure : Class ;
fun GeometricFigure_Class : SubClass GeometricFigure ShapeAttribute ;
-- The class of zero_dimensional
-- GeometricFigures, i.e. the class of GeometricFigures that have position
-- but lack extension in any dimension.
fun GeometricPoint : Class ;
fun GeometricPoint_Class : SubClass GeometricPoint GeometricFigure ;
-- Any GeographicArea which is associated
-- with some sort of political structure. This class includes Lands,
-- Cities, districts of cities, counties, etc. Note that the identity
-- of a GeopoliticalArea may remain constant after a change in borders.
fun GeopoliticalArea : Class ;
fun GeopoliticalArea_Class : SubClass GeopoliticalArea (both Agent GeographicArea) ;
-- Any BodyMotion, e.g. a hand wave, a nod of the
-- head, a smile, which is also an instance of Communication.
fun Gesture : Class ;
fun Gesture_Class : SubClass Gesture (both BodyMotion Communication) ;
-- The subclass of ChangeOfPossession where the
-- agent gets something. Note that the source from which something is
-- obtained is specified with the origin CaseRole.
fun Getting : Class ;
fun Getting_Class : SubClass Getting ChangeOfPossession ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to 1,000,000,000 units of the original
-- UnitOfMeasure. For example, (GigaFn Hertz) is 1,000,000,000 Hertz.
fun GigaFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- The subclass of ChangeOfPossession where the
-- agent gives the destination something.
fun Giving : Class ;
fun Giving_Class : SubClass Giving ChangeOfPossession ;
-- Any instance of Giving where the agent gives
-- something to the destination which was previously given to the agent by
-- the destination, e.g. returing a book that was borrowed from someone.
fun GivingBack : Class ;
fun GivingBack_Class : SubClass GivingBack Giving ;
-- An Organ that removes Substances from the Blood,
-- alters them in some way, and then releases them.
fun Gland : Class ;
fun Gland_Class : SubClass Gland Organ ;
-- The ruling body of a GeopoliticalArea.
fun Government : Class ;
fun Government_Class : SubClass Government GovernmentOrganization ;
-- (GovernmentFn ?AREA) denotes the
-- Government of the GeopoliticalArea ?AREA. For example,
-- (GovernmentFn UnitedStates) denotes the Federal_level government of
-- the United States, (GovernmentFn PuertoRico) denotes the government of
-- the Commonwealth of Puerto Rico.
fun GovernmentFn : El GeopoliticalArea -> Ind Government ;
-- GovernmentOrganization is the
-- class of official Organizations that are concerned with the government
-- of a GeopoliticalArea at some level. They may be a subOrganization
-- of a government.
fun GovernmentOrganization : Class ;
fun GovernmentOrganization_Class : SubClass GovernmentOrganization Organization ;
-- Any instance of Touching which results in
-- a situation where the agent grasps the patient of the Touching.
fun Grabbing : Class ;
fun Grabbing_Class : SubClass Grabbing (both Attaching Touching) ;
-- The OrganizationalProcess of graduating
-- from an EducationalOrganization.
fun Graduation : Class ;
fun Graduation_Class : SubClass Graduation LeavingAnOrganization ;
-- Submultiple of kilogram. Symbol: g.
-- 1 kilogram = 1000 Grams.
fun Gram : Ind UnitOfMass ;
-- The Class of graphs, where a graph is understood
-- to be a set of GraphNodes connected by GraphArcs. Note that this
-- Class includes only connected graphs, i.e. graphs in which there is a
-- GraphPath between any two GraphNodes. Note too that every Graph
-- is required to contain at least two GraphArcs and three GraphNodes.
fun Graph : Class ;
fun Graph_Class : SubClass Graph Abstract ;
-- Graphs are comprised of GraphNodes
-- and GraphArcs. Every GraphArc links two GraphNodes.
fun GraphArc : Class ;
fun GraphArc_Class : SubClass GraphArc GraphElement ;
-- A GraphPath that begins (see
-- BeginNodeFn) and ends (see EndNodeFn) at the same
-- GraphNode.
fun GraphCircuit : Class ;
fun GraphCircuit_Class : SubClass GraphCircuit GraphPath ;
-- Noncompositional parts of Graphs.
-- These parts are restricted to GraphNodes and GraphArcs.
fun GraphElement : Class ;
fun GraphElement_Class : SubClass GraphElement Abstract ;
-- A GraphArc in which a GraphNode is
-- linked to itself.
fun GraphLoop : Class ;
fun GraphLoop_Class : SubClass GraphLoop GraphArc ;
-- Graphs are comprised of GraphNodes
-- and GraphArcs. Every GraphNode is linked by a GraphArc.
fun GraphNode : Class ;
fun GraphNode_Class : SubClass GraphNode GraphElement ;
-- Informally, a single, directed route between
-- two GraphNodes in a Graph. Formally, a DirectedGraph that is a
-- subGraph of the original Graph and such that no two GraphArcs in
-- the DirectedGraph have the same intial node (see InitialNodeFn) or
-- the same terminal node (see TerminalNodeFn).
fun GraphPath : Class ;
fun GraphPath_Class : SubClass GraphPath DirectedGraph ;
-- A BinaryFunction that maps two GraphNodes
-- to the Class of GraphPaths between those two nodes. Note that the two
-- GraphNodes must belong to the same Graph.
fun GraphPathFn : El GraphNode -> El GraphNode -> Desc GraphPath ;
-- SI absorbed dose measure. Symbol: Gy. It measures
-- the dose of radiation absorbed in living tissue. It is equal approximately
-- to the absorbed dose delivered when the energy per unit mass imparted to
-- matter by ionizing radiation is 1 Joule per kilogram. Gray = J/kg
-- = m^2*s^(_2).
fun Gray : Ind CompositeUnitOfMeasure ;
-- (GreatestCommonDivisorFn
-- ?NUMBER1 ?NUMBER2 ... ?NUMBER) returns the greatest common divisor of
-- ?NUMBER1 through ?NUMBER.
fun GreatestCommonDivisorFn : [El Integer] -> Ind Integer ;
-- A Collection of Agents, e.g. a flock
-- of sheep, a herd of goats, or the local Boy Scout troop.
fun Group : Class ;
fun Group_Class : SubClass Group (both Agent Collection) ;
-- Any Group whose members are
-- exclusively Humans.
fun GroupOfPeople : Class ;
fun GroupOfPeople_Class : SubClass GroupOfPeople Group ;
-- The Process of biological development in which
-- an Organism or part of an Organism changes its form or its size.
fun Growth : Class ;
fun Growth_Class : SubClass Growth AutonomicProcess ;
-- Any IntentionalProcess where the agent tries to
-- direct the behavior of another Object, whether an Agent or not.
fun Guiding : Class ;
fun Guiding_Class : SubClass Guiding IntentionalProcess ;
-- The subclass of Perception in which the
-- sensing is done by an auditory Organ.
fun Hearing : Class ;
fun Hearing_Class : SubClass Hearing Perception ;
-- Any Increasing Process where the PhysicalQuantity
-- increased is a TemperatureMeasure.
fun Heating : Class ;
fun Heating_Class : SubClass Heating Increasing ;
-- SI inductance measure. Symbol: H. One Henry
-- is equivalent to one Volt divided by one Ampere per SecondDuration.
-- If a current changing at the rate of one Ampere per SecondDuration
-- induces an electromotive force of one Volt, the circuit has an
-- inductance of one Henry. Henry = Wb/A = m^2*kg*s^(_2)*A^(_2).
fun Henry : Ind CompositeUnitOfMeasure ;
-- SI frequency measure. Symbol: Hz. It is the
-- number of cycles per second. Hertz = s^(_1). Note that Hertz
-- does not have a conversion function.
fun Hertz : Ind UnitOfFrequency ;
-- OrganizationalProcesses where someone is made an
-- employee of an Organization.
fun Hiring : Class ;
fun Hiring_Class : SubClass Hiring JoiningAnOrganization ;
-- A hole is an immaterial body located at the surface
-- of an Object. Since every Hole is ontologically dependent on its host
-- (i.e., the object in which it is a hole), being a Hole is defined as
-- being a hole in something. Note that two Holes may occupy the same
-- region, or part of the same region, without sharing any parts. Any two
-- hosts of a hole have a common proper part that entirely hosts the hole. A
-- common host of two holes hosts all parts of the sum of those holes. Any
-- object that includes the host of a hole is a host of that hole, unless its
-- parts also include parts of that very hole. Overlapping holes have
-- overlapping hosts. No hole is atomic. Holes are connected with their
-- hosts. No hole can have a proper part that is externally connected with
-- exactly the same things as the hole itself.
fun Hole : Class ;
fun Hole_Class : SubClass Hole Region ;
-- A UnaryFunction that maps a Hole to
-- the Object which is its principal host. The principle host of a Hole
-- is its maximally connected host (a notion taken here to be defined only
-- when the argument is a hole).
fun HoleHostFn : El Hole -> Ind Object ;
-- A UnaryFunction that maps a Hole to the skin
-- of the Hole. The skin of a Hole is the fusion of those superficial
-- parts (see superficialPart) of the Hole's principal host (see
-- HoleHostFn) with which the Hole is externally connected.
fun HoleSkinFn : El Hole -> Ind Object ;
-- Includes Humans and relatively recent
-- ancestors of Humans.
fun Hominid : Class ;
fun Hominid_Class : SubClass Hominid Primate ;
-- The Class of quadruped Mammals with hooves.
-- Includes horses, cows, sheep, pigs, antelope, etc.
fun HoofedMammal : Class ;
fun HoofedMammal_Class : SubClass HoofedMammal Mammal ;
-- Attribute used to indicate that an Object
-- is positioned width_wise with respect to another Object.
fun Horizontal : Ind PositionalAttribute ;
-- In Animals, a chemical secreted by an
-- endocrine gland whose products are released into the circulating fluid.
-- Plant hormones or synthetic hormones which are used only to alter or
-- control various physiologic processes, e.g., reproductive control agents,
-- are assigned to the Class BiologicallyActiveSubstance. Hormones act as
-- chemical messengers and regulate various physiologic processes such as
-- growth, reproduction, metabolism, etc. They usually fall into two broad
-- categories, viz. steroid hormones and peptide hormones.
fun Hormone : Class ;
fun Hormone_Class : SubClass Hormone (both BiologicallyActiveSubstance BodySubstance) ;
-- A power measure that is equal to 746 Watts.
fun Horsepower : Ind CompositeUnitOfMeasure ;
-- The Class of all clock Hours.
fun Hour : Class ;
fun Hour_Class : SubClass Hour TimeInterval ;
-- Time unit. 1 hour = 60 minutes.
fun HourDuration : Ind UnitOfDuration ;
-- A BinaryFunction that assigns a PositiveRealNumber and
-- a subclass of Days to the Hours within each Day corresponding to that
-- NonnegativeInteger. For example, (HourFn 12 Thursday) is the Class of all
-- instances of noon Thursday. For another example, (HourFn 0 Day) would return
-- the class of all instances of midnight. For still another example, (HourFn 14
-- (DayFn 18 (MonthFn August (YearFn 1912)))) denotes 2 PM on the 18th day of
-- August 1912.
fun HourFn : El NonnegativeInteger -> Desc Day -> Desc Hour ;
-- A ResidentialBuilding which is intended to be
-- inhabited by members of the same SocialUnit. Houses are distinguished
-- from temporary housing like hotels and multi_family dwellings like condominium
-- and apartment buildings.
fun House : Class ;
fun House_Class : SubClass House (both ResidentialBuilding SingleFamilyResidence) ;
-- Modern man, the only remaining species of the Homo
-- genus.
fun Human : Class ;
fun Human_Class : SubClass Human (both CognitiveAgent Hominid) ;
-- The subclass of Languages used by
-- Humans.
fun HumanLanguage : Class ;
fun HumanLanguage_Class : SubClass HumanLanguage Language ;
-- Hunting is the class of Processes in which
-- an animal or animals are pursued and sometimes captured and/or killed.
fun Hunting : Class ;
fun Hunting_Class : SubClass Hunting Pursuing ;
-- This is the subclass of ContentBearingPhysical
-- which are not part of a Language and which have some sort of similarity
-- with the Objects that they represent. This Class would include symbolic
-- roadway signs, representational art works, photographs, etc.
fun Icon : Class ;
fun Icon_Class : SubClass Icon ContentBearingPhysical ;
-- The Attribute of Regions that are
-- illuminated to some degree, i.e. in which some shapes are visually
-- discernable.
fun Illuminated : Ind VisualAttribute ;
-- Any Number that is the result of
-- multiplying a RealNumber by the square root of _1.
fun ImaginaryNumber : Class ;
fun ImaginaryNumber_Class : SubClass ImaginaryNumber Number ;
-- (ImaginaryPartFn ?NUMBER) returns
-- the part of ?NUMBER that has the square root of _1 as its factor.
fun ImaginaryPartFn : El ComplexNumber -> Ind ImaginaryNumber ;
-- (ImmediateFamilyFn ?PERSON) denotes the
-- immediate family of ?PERSON, i.e. the Group consisting of the parents of
-- ?PERSON and anyone of whom ?PERSON is a parent.
fun ImmediateFamilyFn : El Human -> Ind FamilyGroup ;
-- A UnaryFunction that maps a
-- TimePosition to a short, indeterminate TimeInterval that
-- immediately follows the TimePosition.
fun ImmediateFutureFn : El TimePosition -> Ind TimeInterval ;
-- A UnaryFunction that maps a
-- TimePosition to a short, indeterminate TimeInterval that
-- immediately precedes the TimePosition.
fun ImmediatePastFn : El TimePosition -> Ind TimeInterval ;
-- Any Touching where something comes into
-- sudden, forceful, physical contact with something else. Some examples
-- would be striking, knocking, whipping etc.
fun Impacting : Class ;
fun Impacting_Class : SubClass Impacting Touching ;
-- The subclass of Transfer where the patient
-- travels through space by means of a sudden, forceful event. Some examples
-- would be shooting, throwing, tossing, etc.
fun Impelling : Class ;
fun Impelling_Class : SubClass Impelling Transfer ;
-- English length unit of inches.
fun Inch : Ind UnitOfLength ;
-- InchMercury is a UnitOfMeasure
-- for barometricPressure. It is used to express the number of
-- inches of mercury supported in a mercurial barometer by the
-- surrounding air pressure.
fun InchMercury : Ind UnitOfAtmosphericPressure ;
-- Any QuantityChange where the PhysicalQuantity
-- is increased.
fun Increasing : Class ;
fun Increasing_Class : SubClass Increasing QuantityChange ;
-- An Argument which is inductive, i.e. it is
-- claimed that a set of specific cases makes the conclusion, which generalizes
-- these cases, more likely to be true.
fun InductiveArgument : Class ;
fun InductiveArgument_Class : SubClass InductiveArgument Argument ;
-- Measures of the amount of information.
-- Includes Bit, Byte, and multiples of these, e.g. KiloByte and
-- MegaByte.
fun InformationMeasure : Class ;
fun InformationMeasure_Class : SubClass InformationMeasure ConstantQuantity ;
-- The Process by which Food is
-- taken into an Animal.
fun Ingesting : Class ;
fun Ingesting_Class : SubClass Ingesting OrganismProcess ;
-- A UnaryFunction that maps a
-- GraphArc to the initial node of the GraphArc. Note
-- that this is a partial function. In particular, the function is
-- undefined for GraphArcs that are not part of a DirectedGraph.
fun InitialNodeFn : El GraphArc -> Ind GraphNode ;
-- Inserting a BiologicallyActiveSubstance into an
-- Animal or a Human with a syringe.
fun Injecting : Class ;
fun Injecting_Class : SubClass Injecting Inserting ;
-- The process of creating a traumatic wound or
-- injury. Since Injuring is not possible without some biologic function
-- of the organism being injured, it is a subclass of BiologicalProcess.
fun Injuring : Class ;
def Injuring = both PathologicProcess
(KappaFn Damaging (\INJ -> exists Organism (\ORGANISM -> patient (var Damaging Process ? INJ)
(var Organism Entity ? ORGANISM)))) ;
-- A Class of small Arthropods that are
-- air_breathing and that are distinguished by appearance.
fun Insect : Class ;
fun Insect_Class : SubClass Insect Arthropod ;
-- Putting one thing inside of another thing.
fun Inserting : Class ;
fun Inserting_Class : SubClass Inserting Putting ;
-- A negative or nonnegative whole number.
fun Integer : Class ;
fun Integer_Class : SubClass Integer RationalNumber ;
-- (IntegerSquareRootFn ?NUMBER)
-- returns the integer square root of ?NUMBER.
fun IntegerSquareRootFn : El RealNumber -> Ind NonnegativeInteger ;
-- A Process that has a specific
-- purpose for the CognitiveAgent who performs it.
fun IntentionalProcess : Class ;
fun IntentionalProcess_Class : SubClass IntentionalProcess Process ;
-- An IntentionalProcess that
-- can be realized entirely within the mind or brain of an Organism. Thus,
-- for example, Reasoning is a subclass of IntentionalPsychologicalProcess,
-- because one can reason simply by exercising one's mind/brain. On the other
-- hand, RecreationOrExercise is not a subclass of IntentionalPsychologicalProcess,
-- because many instances of RecreationOrExercise necessarily have subProcesses
-- of BodyMotion.
fun IntentionalPsychologicalProcess : Class ;
fun IntentionalPsychologicalProcess_Class : SubClass IntentionalPsychologicalProcess (both IntentionalProcess PsychologicalProcess) ;
-- Any Attribute of an Entity that is an
-- internal property of the Entity, e.g. its shape, its color, its fragility,
-- etc.
fun InternalAttribute : Class ;
fun InternalAttribute_Class : SubClass InternalAttribute Attribute ;
-- Processes which involve altering an internal
-- property of an Object, e.g. the shape of the Object, its coloring, its
-- structure, etc. Processes that are not instances of this class include
-- changes that only affect the relationship to other objects, e.g. changes in
-- spatial or temporal location.
fun InternalChange : Class ;
fun InternalChange_Class : SubClass InternalChange Process ;
-- Any Process of assigning a Proposition to
-- a Text, i.e. understanding the Text.
fun Interpreting : Class ;
fun Interpreting_Class : SubClass Interpreting IntentionalPsychologicalProcess ;
-- A BinaryFunction that maps two
-- SetOrClasses to the intersection of these SetOrClasses. An object is
-- an instance of the intersection of two SetOrClasses just in case it is
-- an instance of both of those SetOrClasses.
fun IntersectionFn : El SetOrClass -> El SetOrClass -> Ind SetOrClass ;
-- A BinaryFunction that
-- maps two instances of ConstantQuantity to the subclass of
-- ConstantQuantity that comprises the interval from the first
-- ConstantQuantity to the second ConstantQuantity. For
-- example, (IntervalFn (MeasureFn 8 Meter) (MeasureFn 14 Meter))
-- would return the subclass of ConstantQuantity comprising quantities
-- between 8 and 14 meters in length.
fun IntervalFn : El ConstantQuantity -> El ConstantQuantity -> Desc ConstantQuantity ;
-- DeductiveArguments that are not
-- ValidDeductiveArguments, i.e. it is not the case that the set of premises
-- in fact entails the conclusion.
fun InvalidDeductiveArgument : Class ;
fun InvalidDeductiveArgument_Class : SubClass InvalidDeductiveArgument DeductiveArgument ;
-- An Animal which has no spinal column.
fun Invertebrate : Class ;
fun Invertebrate_Class : SubClass Invertebrate Animal ;
-- The class of IntentionalPsychologicalProcesses
-- where the agent attempts to obtaina information (i.e. a Proposition denoted
-- by a Formula).
fun Investigating : Class ;
fun Investigating_Class : SubClass Investigating IntentionalPsychologicalProcess ;
-- Any RealNumber that is not also a
-- RationalNumber.
fun IrrationalNumber : Class ;
fun IrrationalNumber_Class : SubClass IrrationalNumber RealNumber ;
-- A LandArea that is completely surrounded by a WaterArea.
fun Island : Class ;
fun Island_Class : SubClass Island LandArea ;
-- The Class of all Months which are January.
fun January : Class ;
fun January_Class : SubClass January Month ;
-- The OrganizationalProcess of
-- becoming a member of an Organization.
fun JoiningAnOrganization : Class ;
fun JoiningAnOrganization_Class : SubClass JoiningAnOrganization OrganizationalProcess ;
-- SI energy measure. Symbol: J. It is the work
-- done when the point of application of 1 Newton is displaced a distance
-- of 1 Meter in the direction of the force. Joule = N*m =
-- m^2*kg*s^(_2).
fun Joule : Ind CompositeUnitOfMeasure ;
-- The subclass of Selecting where the agent opts
-- for one belief out of a set of multiple possibilities that are available to
-- him/her.
fun Judging : Class ;
fun Judging_Class : SubClass Judging Selecting ;
-- JudicialOrganization is the class
-- of Organizations whose primary purpose is to render judgments according
-- to the statutes or regulations of a government or other organization.
-- Judicial bodies are not necessarily government organizations, for example,
-- those associated with sporting associations.
fun JudicialOrganization : Class ;
fun JudicialOrganization_Class : SubClass JudicialOrganization Organization ;
-- Any legal proceeding which is conducted
-- by a JudicialOrganization. Note that there is an important difference
-- between the concepts LegalAction and JudicialProcess. The former
-- refers to legal claims that are brought by a plaintiff, e.g. law suits,
-- while the second refers to trials and other sorts of judicial hearings
-- where the merits of a LegalAction are decided.
fun JudicialProcess : Class ;
def JudicialProcess = KappaFn PoliticalProcess (\PROCESS -> forall Organization (\ORG -> agent (var PoliticalProcess Process ? PROCESS)
(var Organization Agent ? ORG))) ;
-- The Class of all Months which are July.
fun July : Class ;
fun July_Class : SubClass July Month ;
-- The Class of all Months which are June.
fun June : Class ;
fun June_Class : SubClass June Month ;
-- The Class of Processes where the agent
-- keeps something in a particular location for an extended period of time.
fun Keeping : Class ;
fun Keeping_Class : SubClass Keeping IntentionalProcess ;
-- SI UnitOfMeasure used
-- with MeasureFn to produce terms denoting instances of
-- TemperatureMeasure. Symbol: K. It is one of the base units in
-- SI (it is also a unit in the ITS system). Kelvin differs from the
-- Celsius scale in that the triple point of water is defined to be
-- 273.16 KelvinDegrees while it is 0 CelsiusDegrees. The magnitudes
-- of intervals in the two scales are the same. By definition the
-- conversion constant is 273.15.
fun KelvinDegree : Ind UnitOfTemperature ;
-- The subclass of Destruction in which the
-- death of an Organism is caused by an Organism. Note that in cases
-- of suicide the Organism would be the same in both cases.
fun Killing : Class ;
fun Killing_Class : SubClass Killing Destruction ;
-- One KiloByte (KB) of information. One
-- KiloByte is 1024 Bytes. Note that this sense of 'kilo' is
-- different from the one accepted in the SI system.
fun KiloByte : Ind UnitOfInformation ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to 1,000 units of the original UnitOfMeasure.
-- For example, (KiloFn Gram) is 1,000 Grams.
fun KiloFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- Supermultiple of Gramm. Symbol: kg. 1 Kilogram
-- = 1000 Grams.
fun Kilogram : Ind UnitOfMass ;
-- Supermultiple of Meter. Symbol: km. A
-- Meter is the 1000th part of a Kilometer
fun Kilometer : Ind UnitOfLength ;
-- An area which is predominantly solid ground,
-- e.g. a Nation, a mountain, a desert, etc. Note that a LandArea may
-- contain some relatively small WaterAreas. For example, Australia is
-- a LandArea even though it contains various rivers and lakes.
fun LandArea : Class ;
fun LandArea_Class : SubClass LandArea GeographicArea ;
-- LandTransitway is the subclass of
-- Transitway that represents areas intended for motion over the ground.
fun LandTransitway : Class ;
fun LandTransitway_Class : SubClass LandTransitway (both LandArea Transitway) ;
-- A system of signs for expressing thought. The
-- system can be either natural or artificial, i.e. something that emerges
-- gradually as a cultural artifact or something that is intentionally created
-- by a person or group of people.
fun Language : Class ;
fun Language_Class : SubClass Language LinguisticExpression ;
-- Form of most Invertebrates, Amphibians, and
-- Fish immediately after they hatch. This form is fundamentally unlike
-- the adult form, and metamorphosis is required to reach the latter form.
fun Larval : Ind DevelopmentalAttribute ;
-- Attribute that applies to Propositions that are
-- required by a government or a branch of the government and that are enforced
-- with penalties for noncompliance. These Propositions may be codified as
-- legislation or they may be more informal, as in the case of government policy.
fun Law : Ind DeonticAttribute ;
-- The Class of all leap years. These are years
-- which are either (i.) evenly divisible by 4 and not by 100 or (ii.) evenly
-- divisible by 400 (this latter case is known as a leap century).
fun LeapYear : Class ;
fun LeapYear_Class : SubClass LeapYear Year ;
-- The Class of Processes which relate to the
-- acquisition of information.
fun Learning : Class ;
fun Learning_Class : SubClass Learning IntentionalPsychologicalProcess ;
-- (LeastCommonMultipleFn
-- ?NUMBER1 ?NUMBER2 ... ?NUMBER) returns the least common multiple of
-- ?NUMBER1 through ?NUMBER.
fun LeastCommonMultipleFn : [El Integer] -> Ind Integer ;
-- The OrganizationalProcess of
-- leaving an Organization, whether voluntarily or involuntarily.
fun LeavingAnOrganization : Class ;
fun LeavingAnOrganization_Class : SubClass LeavingAnOrganization OrganizationalProcess ;
-- This PositionalAttribute is derived from the
-- left/right schema. Note that this means directly to the left, so that,
-- if one object is to the left of another, then the projections of the
-- two objects overlap.
fun Left : Ind AntiSymmetricPositionalAttribute ;
-- Any Process where a CognitiveAgent seeks
-- to obtain something through a court of law.
fun LegalAction : Class ;
fun LegalAction_Class : SubClass LegalAction Contest ;
-- A decision issued by a court with respect to
-- a LegalAction. Note that a LegalDecision is the act of Declaring a
-- decision of a court, it is not the act of judge or jury Deciding the merits
-- of a particular LegalAction.
fun LegalDecision : Class ;
fun LegalDecision_Class : SubClass LegalDecision (both Declaring JudicialProcess) ;
-- The subclass of Giving Processes where
-- the agent gives the destination something for a limited period of
-- time with the expectation that it will be returned later (perhaps with
-- interest).
fun Lending : Class ;
fun Lending_Class : SubClass Lending Giving ;
-- A subclass of
-- ConstantQuantity, instances of which are measures of length.
fun LengthMeasure : Class ;
fun LengthMeasure_Class : SubClass LengthMeasure ConstantQuantity ;
-- The ProbabilityAttribute of being probable, i.e. more
-- likely than not to be True.
fun Likely : Ind ProbabilityAttribute ;
-- A Communication that involves
-- the transfer of information via a LinguisticExpression.
fun LinguisticCommunication : Class ;
fun LinguisticCommunication_Class : SubClass LinguisticCommunication Communication ;
-- This is the subclass of
-- ContentBearingPhysical which are language_related. Note that this Class
-- encompasses both Language and the the elements of Languages,
-- e.g. Words.
fun LinguisticExpression : Class ;
fun LinguisticExpression_Class : SubClass LinguisticExpression ContentBearingPhysical ;
-- An Object has the Attribute of Liquid if
-- it has a fixed volume but not a fixed shape.
fun Liquid : Ind PhysicalState ;
-- Any Mixture that satisfies two conditions,
-- viz. it is made up predominantly of things which are a Liquid and any
-- component other than Liquid in the Mixture is in the form of fine particles
-- which are suspended in the Liquid.
fun LiquidMixture : Class ;
fun LiquidMixture_Class : SubClass LiquidMixture Mixture ;
-- Any Motion where the patient is a
-- Liquid. This class would cover, in particular, the flow of
-- Water.
fun LiquidMotion : Class ;
fun LiquidMotion_Class : SubClass LiquidMotion Motion ;
-- Every List is a particular ordered n_tuple of
-- items. Generally speaking, Lists are created by means of the ListFn
-- Function, which takes any number of items as arguments and returns a
-- List with the items in the same order. Anything, including other
-- Lists, may be an item in a List. Note too that Lists are
-- extensional _ two lists that have the same items in the same order are
-- identical. Note too that a List may contain no items. In that case,
-- the List is the NullList.
fun List : Class ;
-- A Function that returns the concatenation
-- of the two Lists that are given as arguments. For example, the value of
-- (ListConcatenateFn (ListFn Monday Tuesday) (ListFn Wednesday
-- Thursday)) would be (ListFn Monday Tuesday Wednesday Thursday).
fun ListConcatenateFn : El List -> El List -> Ind List ;
-- A Function that takes any number of arguments and
-- returns the List containing those arguments in exactly the same order.
fun ListFn : [El Entity] -> Ind List ;
-- A Function that takes a List as its sole
-- argument and returns the number of items in the List. For example,
-- (ListLengthFn (ListFn Monday Tuesday Wednesday)) would return the
-- value 3.
fun ListLengthFn : El List -> Ind NonnegativeInteger ;
-- (ListOrderFn ?LIST ?NUMBER) denotes the item
-- that is in the ?NUMBER position in the List ?LIST. For example,
-- (ListOrderFn (ListFn Monday Tuesday Wednesday) 2) would return the
-- value Tuesday.
fun ListOrderFn : El List -> El PositiveInteger -> Ind Entity ;
-- Any instance of Hearing which is intentional.
fun Listening : Class ;
fun Listening_Class : SubClass Listening (both Hearing IntentionalProcess) ;
-- Unit of volume in the metric
-- system. It is currently defined to be equal to one cubic
-- decimeter (0.001 cubic meter). Symbol: l.
fun Liter : Ind UnitOfVolume ;
-- This Attribute applies to Organisms that are
-- alive.
fun Living : Ind AnimacyAttribute ;
-- (LogFn ?NUMBER ?INT) returns the logarithm of the
-- RealNumber ?NUMBER in the base denoted by the Integer ?INT.
fun LogFn : El RealNumber -> El PositiveInteger -> Ind RealNumber ;
-- This Class comprises all
-- of the logical operators (viz. 'and', 'or', 'not', '=>', and '<=>').
fun LogicalOperator : Class ;
-- Any instance of Seeing which is intentional.
fun Looking : Class ;
fun Looking_Class : SubClass Looking (both IntentionalProcess Seeing) ;
-- SI luminous flux measure. Symbol: lm. It is the
-- amount streaming outward through one solid angle of 1 Steradian from a
-- uniform point source having an intensity of one Candela. Lumen =
-- cd*sr = cd * 1.
fun Lumen : Ind CompositeUnitOfMeasure ;
-- SI illuminance measure. Symbol: lx. It is the
-- amount of illumination provided when one Lumen is evenly distributed
-- over an area of 1 square Meter. This is also equivalent to the
-- illumination that would exist on a surface all points of which are one
-- Meter from a point source of one Candela. Lux = lm/m^2 =
-- m^(_2)*cd.
fun Lux : Ind CompositeUnitOfMeasure ;
-- Machines are Devices that that have a
-- well_defined resource and result and that automatically convert
-- the resource into the result.
fun Machine : Class ;
fun Machine_Class : SubClass Machine Device ;
-- The magnitude of a PhysicalQuantity is the
-- numeric value for the quantity. In other words, MagnitudeFn converts
-- a PhysicalQuantity with an associated UnitOfMeasure into an ordinary
-- RealNumber. For example, the magnitude of the ConstantQuantity 2
-- Kilometers is the RealNumber 2. Note that the magnitude of a
-- quantity in a given unit times that unit is equal to the original
-- quantity.
fun MagnitudeFn : El PhysicalQuantity -> Ind RealNumber ;
-- The Class of Processes where the agent
-- cares for or maintains the Object.
fun Maintaining : Class ;
fun Maintaining_Class : SubClass Maintaining IntentionalProcess ;
-- The subclass of Creation in which an individual
-- Artifact or a type of Artifact is made.
fun Making : Class ;
fun Making_Class : SubClass Making (both Creation IntentionalProcess) ;
-- An Attribute indicating that an Organism is
-- male in nature.
fun Male : Ind SexAttribute ;
-- A Vertebrate having a constant body temperature
-- and characterized by the presence of hair, mammary glands, and sweat
-- glands.
fun Mammal : Class ;
fun Mammal_Class : SubClass Mammal WarmBloodedVertebrate ;
-- The class of Male Humans.
fun Man : Class ;
fun Man_Class : SubClass Man Human ;
-- OrganizationalProcesses that involve overseeing
-- the activities of others. Note the key differences between RegulatoryProcess
-- and its sibling Managing. The latter implies a long_term relationship between
-- the manager and the managed, while the former implies a normative standard to which
-- the activities of the regulated are referred.
fun Managing : Class ;
fun Managing_Class : SubClass Managing (both Guiding OrganizationalProcess) ;
-- An intentional move or play within a Contest.
-- In many cases, a Maneuver is a realization of part of a strategy for
-- winning the Contest, but it also may be just an arbitrary or semi_arbitrary
-- division of the overarching Contest, e.g. innings in a baseball game.
fun Maneuver : Class ;
fun Maneuver_Class : SubClass Maneuver IntentionalProcess ;
-- A ManualHumanLanguage is a
-- HumanLanguage which has as its medium gestures and movement, such
-- as the shape, position, and movement of the hands.
fun ManualHumanLanguage : Class ;
fun ManualHumanLanguage_Class : SubClass ManualHumanLanguage HumanLanguage ;
-- The Making of Artifacts on a mass
-- scale.
fun Manufacture : Class ;
fun Manufacture_Class : SubClass Manufacture Making ;
-- Any Corporation which manufactures Products.
fun Manufacturer : Class ;
fun Manufacturer_Class : SubClass Manufacturer Corporation ;
-- The Class of all Months which are March.
fun March : Class ;
fun March_Class : SubClass March Month ;
-- The Class of Mammals which have a pouch for
-- their young.
fun Marsupial : Class ;
fun Marsupial_Class : SubClass Marsupial Mammal ;
-- A subclass of
-- ConstantQuantity, instances of which are measures of the amount of
-- matter in an Object.
fun MassMeasure : Class ;
fun MassMeasure_Class : SubClass MassMeasure ConstantQuantity ;
-- The OrganizationalProcess of joining an
-- EducationalOrganization as a student.
fun Matriculation : Class ;
fun Matriculation_Class : SubClass Matriculation JoiningAnOrganization ;
-- (MaxFn ?NUMBER1 ?NUMBER2) is the largest of
-- ?NUMBER1 and ?NUMBER2. In cases where ?NUMBER1 is equal to ?NUMBER2,
-- MaxFn returns one of its arguments.
fun MaxFn : El Quantity -> El Quantity -> Ind Quantity ;
-- This BinaryFunction assigns two
-- GraphNodes to the GraphPath with the largest sum of weighted arcs
-- between the two GraphNodes.
fun MaximalWeightedPathFn : El GraphNode -> El GraphNode -> Ind GraphPath ;
-- The Class of all Months which are May.
fun May : Class ;
fun May_Class : SubClass May Month ;
-- This BinaryFunction maps a
-- RealNumber and a UnitOfMeasure to that Number of units. It is
-- used to express `measured' instances of PhysicalQuantity. Example:
-- the concept of three meters is represented as (MeasureFn 3
-- Meter).
fun MeasureFn : El RealNumber -> El UnitOfMeasure -> Ind PhysicalQuantity ;
-- The Class of Calculating Processes where
-- the aim is to determine the PhysicalQuantity of some aspect of the patient.
fun Measuring : Class ;
fun Measuring_Class : SubClass Measuring Calculating ;
-- Any Device whose purpose is to measure a
-- PhysicalQuantity.
fun MeasuringDevice : Class ;
fun MeasuringDevice_Class : SubClass MeasuringDevice Device ;
-- Any Food which was originally part of an
-- Animal and is not ingested by drinking, including eggs and animal
-- blood that is eaten as food. Note that this class covers both raw
-- meat and meat that has been prepared in some way, e.g. by cooking.
-- Note too that preparations involving Meat and FruitOrVegetable
-- are classed directly under Food.
fun Meat : Class ;
fun Meat_Class : SubClass Meat Food ;
-- The coming together of two or more
-- CognitiveAgents for the purpose of Communication. This covers informal
-- meetings, e.g. visits with family members, and formal meetings, e.g. a board
-- of directors meeting.
fun Meeting : Class ;
fun Meeting_Class : SubClass Meeting SocialInteraction ;
-- One MegaByte (MB) of information. One
-- MegaByte is 1024 KiloBytes. Note that this sense of 'mega' is
-- different from the one accepted in the SI system.
fun MegaByte : Ind UnitOfInformation ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to 1,000,000 units of the original
-- UnitOfMeasure. For example, (MegaFn Hertz) is 1,000,000 Hertz.
fun MegaFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- The Class of Processes where an Object is
-- heated and converted from a Solid to a Liquid.
fun Melting : Class ;
fun Melting_Class : SubClass Melting StateChange ;
-- Any Corporation which sells
-- goods or services to customers for a profit.
fun MercantileOrganization : Class ;
fun MercantileOrganization_Class : SubClass MercantileOrganization Corporation ;
-- (MereologicalDifferenceFn ?OBJ1 ?OBJ2)
-- denotes the Object consisting of the parts which belong to ?OBJ1
-- and not to ?OBJ2.
fun MereologicalDifferenceFn : El Object -> El Object -> Ind Object ;
-- (MereologicalProductFn ?OBJ1 ?OBJ2)
-- denotes the Object consisting of the parts which belong to both ?OBJ1
-- and ?OBJ2.
fun MereologicalProductFn : El Object -> El Object -> Ind Object ;
-- (MereologicalSumFn ?OBJ1 ?OBJ2)
-- denotes the Object consisting of the parts which belong to either
-- ?OBJ1 or ?OBJ2.
fun MereologicalSumFn : El Object -> El Object -> Ind Object ;
-- A Metal is an ElementalSubstance that conducts heat
-- and electricity, is shiny and reflects many colors of light, and can be hammered
-- into sheets or drawn into wire. About 80% of the known chemical elements
-- (ElementalSubstances) are metals.
fun Metal : Class ;
fun Metal_Class : SubClass Metal ElementalSubstance ;
-- SI UnitOfLength. Symbol: m. It is one of the
-- base units in SI, and it is currently defined as follows: the Meter
-- is the length of the path traveled by light in a vacuum during a time
-- interval of 1/299792458 of a SecondDuration.
fun Meter : Ind UnitOfLength ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to .000001 units of the original UnitOfMeasure.
-- For example, (MicroFn Meter) is .000001 Meters.
fun MicroFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- An Organism that can be seen only with the aid of a microscope.
fun Microorganism : Class ;
fun Microorganism_Class : SubClass Microorganism Organism ;
-- English length unit of miles.
fun Mile : Ind UnitOfLength ;
-- MilitaryForce is the subclass of
-- Organizations that are organized along military lines and for the
-- purpose of either defensive or offensive combat, whether or not
-- the force is an official GovernmentOrganization.
fun MilitaryForce : Class ;
fun MilitaryForce_Class : SubClass MilitaryForce PoliticalOrganization ;
-- Any heavily armed Organization
-- that is part of a Government and that is charged with representing the
-- Government in international conflicts.
fun MilitaryOrganization : Class ;
fun MilitaryOrganization_Class : SubClass MilitaryOrganization (both GovernmentOrganization MilitaryForce) ;
-- Any Process that is carried out by a
-- military organization. Note that this class covers Processes, e.g.
-- military operations, that are the result of careful planning, as well as
-- those which are unscripted.
fun MilitaryProcess : Class ;
fun MilitaryProcess_Class : SubClass MilitaryProcess PoliticalProcess ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to .001 units of the original UnitOfMeasure.
-- For example, (MilliFn Gram) is .001 Grams.
fun MilliFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- Submultiple of Meter. Symbol: mm. A millimeter
-- is the 1000th part of a meter
fun Millimeter : Ind UnitOfLength ;
-- (MinFn ?NUMBER1 ?NUMBER2) is the smallest of
-- ?NUMBER1 and ?NUMBER2. In cases where ?NUMBER1 is equal to ?NUMBER2,
-- MinFn returns one of its arguments.
fun MinFn : El Quantity -> El Quantity -> Ind Quantity ;
-- Any of various naturally occurring homogeneous
-- substances (such as stone, coal, salt, sulfur, sand, petroleum), or
-- synthetic substances having the chemical composition and crystalline form
-- and properties of a naturally occurring mineral.
fun Mineral : Class ;
fun Mineral_Class : SubClass Mineral Substance ;
-- A UnaryFunction that assigns a Graph
-- the Class of GraphPaths which comprise cutsets for the Graph and
-- which have the least number of GraphArcs.
fun MinimalCutSetFn : El Graph -> Desc GraphPath ;
-- This BinaryFunction assigns two
-- GraphNodes to the GraphPath with the smallest sum of weighted arcs
-- between the two GraphNodes.
fun MinimalWeightedPathFn : El GraphNode -> El GraphNode -> Ind GraphPath ;
-- The Class of all clock Minutes.
fun Minute : Class ;
fun Minute_Class : SubClass Minute TimeInterval ;
-- Time unit. 1 minute = 60 seconds.
fun MinuteDuration : Ind UnitOfDuration ;
-- A BinaryFunction that assigns a PositiveRealNumber and
-- a subclass of Hours to the Minutes within each Hour corresponding to that
-- NonnegativeInteger. For example, (MinuteFn 30 (HourFn 17 Day)) is the Class
-- of all 5:30's in the afternoon. For another example, (MinuteFn 15 Hour) would return
-- the class of all instances of quarter past the hour. For still another example,
-- (MinuteFn 15 (HourFn 14 (DayFn 18 (MonthFn August (YearFn 1912))))) denotes
-- 15 minutes after 2 PM on the 18th day of August 1912.
fun MinuteFn : El NonnegativeInteger -> Desc Hour -> Desc Minute ;
-- A Mixture is two or more PureSubstances,
-- combined in varying proportions _ each retaining its own specific properties.
-- The components of a Mixture can be separated by physical means, i.e. without
-- the making and breaking of chemical bonds. Examples: Air, table salt thoroughly
-- dissolved in water, milk, wood, and concrete.
fun Mixture : Class ;
fun Mixture_Class : SubClass Mixture Substance ;
-- MmMercury is a UnitOfMeasure
-- for barometricPressure. It is used to express the number
-- of millimeters of mercury supported in a mercurial barometer
-- by the surrounding air pressure.
fun MmMercury : Ind UnitOfAtmosphericPressure ;
-- SI amount of substance
-- unit. symbol: mol. It is one of the base units in SI. It is defined as
-- follows: the Mole is the amount of substance of a system which
-- contains as many elementary entities as there are atoms in 0.012
-- Kilograms of carbon 12. Note that, when this UnitOfMeasure is
-- used, the elementary entities must be specified _ they may be atoms,
-- molecules, ions, electrons, etc. or groups of such particles.
fun Mole : Ind UnitOfMass ;
-- A molecule is the smallest unit of matter of a
-- CompoundSubstance that retains all the physical and chemical properties
-- of that substance, e.g., Ne, H2, H2O. A molecule is two or more Atoms
-- linked by a chemical bond.
fun Molecule : Class ;
fun Molecule_Class : SubClass Molecule CompoundSubstance ;
-- Soft_bodied Invertebrate that is usually
-- contained in a shell. Includes oysters, clams, mussels, snails, slugs,
-- octopi, and squid.
fun Mollusk : Class ;
fun Mollusk_Class : SubClass Mollusk Invertebrate ;
-- The Class of all calendar Mondays.
fun Monday : Class ;
fun Monday_Class : SubClass Monday Day ;
-- Various Primates with relatively long
-- tails.
fun Monkey : Class ;
fun Monkey_Class : SubClass Monkey Primate ;
-- An Object with this Attribute has
-- the same color on every part of its surface.
fun Monochromatic : Ind ColorAttribute ;
-- The Class of all calendar Months.
fun Month : Class ;
fun Month_Class : SubClass Month TimeInterval ;
-- Time unit. A month's duration is at least
-- 28 days, and no more than 31 days. Note that this unit is a range, rather
-- than an exact amount, unlike most other units.
fun MonthDuration : Ind UnitOfDuration ;
-- A BinaryFunction that maps a subclass of Month and a
-- subclass of Year to the class containing the Months corresponding to thos Years.
-- For example (MonthFn January (YearFn 1912)) is the class containing the eighth
-- Month, i.e. August, of the Year 1912. For another example, (MonthFn August
-- Year) is equal to August, the class of all months of August. Note that this function
-- returns a Class as a value. The reason for this is that the related functions, viz.
-- DayFn, HourFn, MinuteFn, and SecondFn, are used to generate both specific TimeIntervals
-- and recurrent intervals, and the only way to do this is to make the domains and ranges of
-- these functions classes rather than individuals.
fun MonthFn : Desc Month -> Desc Year -> Desc Month ;
-- Part of a Word which cannot be subdivided
-- and which expresses a meaning.
fun Morpheme : Class ;
fun Morpheme_Class : SubClass Morpheme LinguisticExpression ;
-- A NonFloweringPlant without true roots and little
-- if any vascular tissue.
fun Moss : Class ;
fun Moss_Class : SubClass Moss NonFloweringPlant ;
-- Any Process of movement.
fun Motion : Class ;
fun Motion_Class : SubClass Motion Process ;
-- Motion where an Object is moving toward the
-- ground.
fun MotionDownward : Class ;
fun MotionDownward_Class : SubClass MotionDownward Motion ;
-- A ContentBearingObject which depicts motion
-- (and which may have an audio or text component as well). This Class covers
-- films, videos, etc.
fun MotionPicture : Class ;
fun MotionPicture_Class : SubClass MotionPicture Text ;
-- Motion where an Object is moving away from the ground.
fun MotionUpward : Class ;
fun MotionUpward_Class : SubClass MotionUpward Motion ;
-- A TimeZone that covers much of the
-- Rocky Mountain region of the United States.
fun MountainTimeZone : Ind TimeZone ;
-- The Class of multigraphs. A multigraph
-- is a Graph containing at least one pair of GraphNodes that are
-- connected by more than one GraphArc.
fun MultiGraph : Class ;
fun MultiGraph_Class : SubClass MultiGraph Graph ;
-- If ?NUMBER1 and ?NUMBER2 are Numbers,
-- then (MultiplicationFn ?NUMBER1 ?NUMBER2) is the arithmetical product
-- of these numbers.
fun MultiplicationFn : El Quantity -> El Quantity -> Ind Quantity ;
-- Nonrigid Tissue appearing only in Animals and
-- composed largely of contractile cells.
fun Muscle : Class ;
fun Muscle_Class : SubClass Muscle (both AnimalSubstance Tissue) ;
-- The subclass of RadiatingSound where the
-- sound is intended to be melodic and is produced deliberately.
fun Music : Class ;
fun Music_Class : SubClass Music RadiatingSound ;
-- A Device which is manipulated by a Human
-- and whose purpose is to produce Music.
fun MusicalInstrument : Class ;
fun MusicalInstrument_Class : SubClass MusicalInstrument Device ;
-- A SetOrClass is a MutuallyDisjointClass
-- just in case there exists nothing which is an instance of all of the instances of
-- the original SetOrClass.
fun MutuallyDisjointClass : Class ;
fun MutuallyDisjointClass_Class : SubClass MutuallyDisjointClass SetOrClass ;
-- A Class of Arthropods that includes
-- centipedes and millipedes.
fun Myriapod : Class ;
fun Myriapod_Class : SubClass Myriapod Arthropod ;
-- A Promise where nothing is promised in return,
-- i.e. a nudum pactum.
fun NakedPromise : Ind DeonticAttribute ;
-- The Process of assigning a name to someone or something.
fun Naming : Class ;
fun Naming_Class : SubClass Naming Declaring ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to .000000001 units of the original
-- UnitOfMeasure. For example, (MicroFn SecondDuration) is .000000001
-- SecondDurations.
fun NanoFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- The broadest GeopoliticalArea, i.e. Nations are
-- GeopoliticalAreas that are not part of any other overarching and
-- comprehensive governance structure (excepting commonwealths and other sorts
-- of loose international organizations).
fun Nation : Class ;
fun Nation_Class : SubClass Nation (both GeopoliticalArea LandArea) ;
-- The subclass of HumanLanguages which
-- are not designed and which evolve from generation to generation. This
-- Class includes all of the national languages, e.g. English, Spanish,
-- Japanese, etc. Note that this class includes dialects of natural
-- languages.
fun NaturalLanguage : Class ;
fun NaturalLanguage_Class : SubClass NaturalLanguage HumanLanguage ;
-- A Process that take place in nature
-- spontanously.
fun NaturalProcess : Class ;
fun NaturalProcess_Class : SubClass NaturalProcess Process ;
-- Any Substance that is not the result of
-- an IntentionalProcess, i.e. any substance that occurs naturally.
fun NaturalSubstance : Class ;
fun NaturalSubstance_Class : SubClass NaturalSubstance Substance ;
-- The relation of common sense adjacency. Note that, if
-- an object is Near another object, then the objects are not connected.
fun Near : Ind SymmetricPositionalAttribute ;
-- Attribute that applies to Propositions that are
-- necessary, i.e. true in every possible world.
fun Necessity : Ind AlethicAttribute ;
-- The TimePoint that is before all other TimePoints.
fun NegativeInfinity : Ind TimePoint ;
-- An Integer that is less than zero.
fun NegativeInteger : Class ;
fun NegativeInteger_Class : SubClass NegativeInteger (both Integer NegativeRealNumber) ;
-- A RealNumber that is less than zero.
fun NegativeRealNumber : Class ;
def NegativeRealNumber = KappaFn RealNumber (\NUMBER -> lessThan (var RealNumber Quantity ? NUMBER)
(el Integer Quantity ? (toInt 0)));
-- A system in Vertebrates that is made up of
-- the Brain, the spinal cord, nerves, etc.
fun NervousSystem : Class ;
fun NervousSystem_Class : SubClass NervousSystem (both AnimalAnatomicalStructure Organ) ;
-- Components of the AtomicNucleus. They have no charge.
fun Neutron : Class ;
fun Neutron_Class : SubClass Neutron SubatomicParticle ;
-- SI force measure. Symbol: N. It is that force
-- which gives to a mass of 1 kilogram an acceleration of 1 Meter per
-- SecondDuration. Newton = m*kg*s^(_2).
fun Newton : Ind CompositeUnitOfMeasure ;
-- Instances of
-- this Class are UnitsOfMeasure that are applied to a single
-- dimension, and so are not intrinsically defined by the functional
-- composition of other units.
fun NonCompositeUnitOfMeasure : Class ;
fun NonCompositeUnitOfMeasure_Class : SubClass NonCompositeUnitOfMeasure UnitOfMeasure ;
-- A Plant that reproduces with spores and
-- does not produce flowers.
fun NonFloweringPlant : Class ;
fun NonFloweringPlant_Class : SubClass NonFloweringPlant Plant ;
-- The stage of an Organism before it is FullyFormed.
fun NonFullyFormed : Ind DevelopmentalAttribute ;
-- Any SetOrClass that contains at least one instance.
fun NonNullSet : Class ;
fun NonNullSet_Class : SubClass NonNullSet SetOrClass ;
-- An Integer that is greater than or equal to zero.
fun NonnegativeInteger : Class ;
fun NonnegativeInteger_Class : SubClass NonnegativeInteger (both Integer NonnegativeRealNumber) ;
-- A RealNumber that is greater than or equal to zero.
fun NonnegativeRealNumber : Class ;
def NonnegativeRealNumber = KappaFn RealNumber (\NUMBER -> greaterThanOrEqualTo (var RealNumber Quantity ? NUMBER)
(el Integer Quantity ? (toInt 0))) ;
-- A Class containing all of the
-- Attributes that are specific to morality, legality, aesthetics,
-- etiquette, etc. Many of these attributes express a judgement that
-- something ought or ought not to be the case.
fun NormativeAttribute : Class ;
fun NormativeAttribute_Class : SubClass NormativeAttribute RelationalAttribute ;
-- The compass direction of North.
fun North : Ind DirectionalAttribute ;
-- One of the parts of speech. The Class of Words
-- that conventionally denote Objects.
fun Noun : Class ;
fun Noun_Class : SubClass Noun Word ;
-- A Phrase that has the same function as a Noun.
fun NounPhrase : Class ;
fun NounPhrase_Class : SubClass NounPhrase Phrase ;
-- The Class of all Months which are November.
fun November : Class ;
fun November_Class : SubClass November Month ;
-- The List that has no items. The uniqueness of
-- NullList follows from the extensionality of Lists, i.e. the fact that
-- two Lists with the same items in the same order are identical.
fun NullList : Ind List ;
-- Any SetOrClass that contains no instances.
fun NullSet : Class ;
fun NullSet_Class : SubClass NullSet SetOrClass ;
-- A measure of how many things there are, or how
-- much there is, of a certain kind. Numbers are subclassed into
-- RealNumber, ComplexNumber, and ImaginaryNumber.
fun Number : Class ;
fun Number_Class : SubClass Number Quantity ;
-- NumberE is the RealNumber that is the base for
-- natural logarithms. It is approximately equal to 2.718282.
fun NumberE : Ind PositiveRealNumber ;
-- (NumeratorFn ?NUMBER) returns the numerator
-- of the canonical reduced form ?NUMBER.
fun NumeratorFn : El RealNumber -> Ind Integer ;
-- A BiologicallyActiveSubstance required by an Organism.
-- It is generally ingested as Food, and it is of primary interest because of its role
-- in the biologic functioning of the Organism.
fun Nutrient : Class ;
fun Nutrient_Class : SubClass Nutrient BiologicallyActiveSubstance ;
-- Corresponds roughly to the class of ordinary
-- objects. Examples include normal physical objects, geographical regions,
-- and locations of Processes, the complement of Objects in the Physical
-- class. In a 4D ontology, an Object is something whose spatiotemporal
-- extent is thought of as dividing into spatial parts roughly parallel to the
-- time_axis.
fun Object : Class ;
fun Object_Class : SubClass Object Physical ;
-- The Class of NormativeAttributes that are
-- associated with an objective criterion for their attribution, i.e. there is
-- broad consensus about the cases where these attributes are applicable.
fun ObjectiveNorm : Class ;
fun ObjectiveNorm_Class : SubClass ObjectiveNorm NormativeAttribute ;
-- Attribute that applies to Propositions that an
-- Agent is required, by some authority, to make true.
fun Obligation : Ind DeonticAttribute ;
-- The Class of all Months which are October.
fun October : Class ;
fun October_Class : SubClass October Month ;
-- An Integer that is not evenly divisible by 2.
fun OddInteger : Class ;
fun OddInteger_Class : SubClass OddInteger Integer ;
-- The subclass of Committing in which a
-- CognitiveAgent offers something Physical to another agent. Offerings
-- may be unconditional (in which case they are a promise to effect a
-- UnilateralGiving) or conditional (in which case they are a promise to
-- effect a Transaction of some sort).
fun Offering : Class ;
fun Offering_Class : SubClass Offering Committing ;
-- SI electric resistance measure. It is the electric
-- resistance between two points of a conductor when a constant difference
-- of potential of 1 Volt, applied between these two points,
-- produces in this conductor a current of 1 Ampere, this conductor not
-- being the force of any electromotive force. Ohm = V/A =
-- m^2*kg*s^(_3)*A^(_2).
fun Ohm : Ind CompositeUnitOfMeasure ;
-- The Class of properties that are
-- detectable by smell.
fun OlfactoryAttribute : Class ;
fun OlfactoryAttribute_Class : SubClass OlfactoryAttribute PerceptualAttribute ;
-- This is used to assert that an object is on top of
-- another object, and it is derived from the up/down schema and involves
-- contact.
fun On : Ind AntiSymmetricPositionalAttribute ;
-- The class of GeometricFigures that
-- have position and an extension along a single dimension, viz. straight lines.
fun OneDimensionalFigure : Class ;
fun OneDimensionalFigure_Class : SubClass OneDimensionalFigure GeometricFigure ;
-- The class of TwoDimensionalFigures that
-- are not ClosedTwoDimensionalFigures.
fun OpenTwoDimensionalFigure : Class ;
fun OpenTwoDimensionalFigure_Class : SubClass OpenTwoDimensionalFigure TwoDimensionalFigure ;
-- A Directing in which the receiver is
-- commanded to realize the content of a ContentBearingObject. Orders
-- are injunctions, the disobedience of which involves sanctions, or
-- which express an obligation upon the part of the orderee.
fun Ordering : Class ;
fun Ordering_Class : SubClass Ordering Directing ;
-- A somewhat independent BodyPart that performs a
-- specialized function. Note that this functional definition covers bodily
-- systems, e.g. the digestive system or the central nervous system.
fun Organ : Class ;
fun Organ_Class : SubClass Organ BodyPart ;
-- A PhysiologicProcess of a
-- particular Organ or Tissue.
fun OrganOrTissueProcess : Class ;
fun OrganOrTissueProcess_Class : SubClass OrganOrTissueProcess AutonomicProcess ;
-- This class encompasses Organisms,
-- CorpuscularObjects that are parts of Organisms, i.e. BodyParts,
-- and CorpuscularObjects that are nonintentionally produced by
-- Organisms, e.g. ReproductiveBodies.
fun OrganicObject : Class ;
fun OrganicObject_Class : SubClass OrganicObject CorpuscularObject ;
-- Generally, a living individual, including all
-- Plants and Animals.
fun Organism : Class ;
fun Organism_Class : SubClass Organism (both Agent OrganicObject) ;
-- A physiologic function of the
-- Organism as a whole, of multiple organ systems or of multiple
-- Organs or Tissues.
fun OrganismProcess : Class ;
fun OrganismProcess_Class : SubClass OrganismProcess PhysiologicProcess ;
-- An Organization is a corporate or similar
-- institution. The members of an Organization typically have a common
-- purpose or function. Note that this class also covers divisions, departments,
-- etc. of organizations. For example, both the Shell Corporation and the
-- accounting department at Shell would both be instances of Organization.
-- Note too that the existence of an Organization is dependent on the existence
-- of at least one member (since Organization is a subclass of Collection).
-- Accordingly, in cases of purely legal organizations, a fictitious member
-- should be assumed.
fun Organization : Class ;
fun Organization_Class : SubClass Organization (both CognitiveAgent Group) ;
-- An IntentionalProcess that involves an Organization.
fun OrganizationalProcess : Class ;
fun OrganizationalProcess_Class : SubClass OrganizationalProcess IntentionalProcess ;
-- English unit of volume equal to 1/8 of a Cup.
fun Ounce : Ind UnitOfVolume ;
-- The class of ClosedTwoDimensionalFigures that are
-- produced by the intersection of a Cone with a ClosedTwoDimensionalFigure.
fun Oval : Class ;
fun Oval_Class : SubClass Oval ClosedTwoDimensionalFigure ;
-- A TimeZone that covers much of the
-- western part of the United States.
fun PacificTimeZone : Ind TimeZone ;
-- A SetOrClass is a PairwiseDisjointClass
-- just in case every instance of the SetOrClass is either equal to or disjoint
-- from every other instance of the SetOrClass.
fun PairwiseDisjointClass : Class ;
fun PairwiseDisjointClass_Class : SubClass PairwiseDisjointClass SetOrClass ;
-- An Organization which is much like
-- a MilitaryOrganization, e.g. it is made up of armed fighters, except that it
-- is not associated with a Government.
fun ParamilitaryOrganization : Class ;
fun ParamilitaryOrganization_Class : SubClass ParamilitaryOrganization MilitaryForce ;
-- An umbrella Class for any Word that does not
-- fit into the other subclasses of Word. A ParticleWord is generally a small
-- term that serves a grammatical or logical function, e.g. 'and', 'of',
-- 'since', etc. At some point, this class might be broken up into the
-- subclasses 'Connective', 'Preposition', etc. Note that the class ParticleWord
-- includes both personal and possessive pronouns, e.g. 'she', 'hers', 'it', 'its',
-- etc.
fun ParticleWord : Class ;
fun ParticleWord_Class : SubClass ParticleWord Word ;
-- SI pressure measure. Symbol:Pa. It is the
-- pressure of one Newton per square Meter. Pascal = N/m^2
-- = m^(_1)*kg*s^(_2).
fun Pascal : Ind CompositeUnitOfMeasure ;
-- A UnaryFunction that maps a TimePosition
-- to the TimeInterval that meets it and that begins at
-- NegativeInfinity.
fun PastFn : El TimePosition -> Ind TimeInterval ;
-- A Certificate that expresses the content of an
-- invention that has been accorded legal protection by a governemental
-- entity.
fun Patent : Class ;
fun Patent_Class : SubClass Patent Certificate ;
-- A UnaryFunction that maps a GraphPath to
-- the sum of the arcWeights on the GraphArcs in the GraphPath.
fun PathWeightFn : El GraphPath -> Ind Quantity ;
-- A disordered process, activity, or
-- state of the Organism as a whole, of a body system or systems, or of
-- multiple Organs or Tissues. Included here are normal responses to a
-- negative stimulus as well as patholologic conditions or states that are
-- less specific than a disease. Pathologic functions frequently have
-- systemic effects.
fun PathologicProcess : Class ;
fun PathologicProcess_Class : SubClass PathologicProcess BiologicalProcess ;
-- PerFn maps two instances of PhysicalQuantity to
-- the FunctionQuantity composed of these two instances. For example,
-- (PerFn (MeasureFn 2 (MicroFn Gram)) (MeasureFn 1 (KiloFn
-- Gram))) denotes the FunctionQuantity of 2 micrograms per kiogram.
-- This function is useful, because it allows the knowledge engineer to
-- dynamically generate instances of FunctionQuantity.
fun PerFn : El PhysicalQuantity -> El PhysicalQuantity -> Ind FunctionQuantity ;
-- Sensing some aspect of the material world.
-- Note that the agent of this sensing is assumed to be an Animal.
fun Perception : Class ;
fun Perception_Class : SubClass Perception PsychologicalProcess ;
-- Any Attribute whose presence is detected
-- by an act of Perception.
fun PerceptualAttribute : Class ;
fun PerceptualAttribute_Class : SubClass PerceptualAttribute InternalAttribute ;
-- A Series whose elements are published separately
-- and on a periodic basis.
fun Periodical : Class ;
fun Periodical_Class : SubClass Periodical Series ;
-- A BinaryFunction that maps a subclass of
-- Periodical and a number to all of the issues of the Periodical corresponding
-- to the number.
fun PeriodicalIssueFn : Desc Periodical -> El PositiveInteger -> Desc Periodical ;
-- A Residence where people live, i.e.
-- where people have a home.
fun PermanentResidence : Class ;
fun PermanentResidence_Class : SubClass PermanentResidence Residence ;
-- Attribute that applies to Propositions that an
-- Agent is permitted, by some authority, to make true.
fun Permission : Ind DeonticAttribute ;
-- A set of Words in a Language which form a unit,
-- i.e. express a meaning in the Language.
fun Phrase : Class ;
fun Phrase_Class : SubClass Phrase LinguisticExpression ;
-- An entity that has a location in space_time.
-- Note that locations are themselves understood to have a location in
-- space_time.
fun Physical : Class ;
fun Physical_Class : SubClass Physical Entity ;
-- An InternalAttribute given by physical
-- properties of the object.
fun PhysicalAttribute : Class ;
fun PhysicalAttribute_Class : SubClass PhysicalAttribute InternalAttribute ;
-- A PhysicalQuantity is a measure of
-- some quantifiable aspect of the modeled world, such as 'the earth's
-- diameter' (a constant length) and 'the stress in a loaded deformable
-- solid' (a measure of stress, which is a function of three spatial
-- coordinates). Every PhysicalQuantity is either a ConstantQuantity
-- or FunctionQuantity. Instances of ConstantQuantity are dependent
-- on a UnitOfMeasure, while instances of FunctionQuantity are
-- Functions that map instances of ConstantQuantity to other instances
-- of ConstantQuantity (e.g., a TimeDependentQuantity is a
-- FunctionQuantity). Although the name and definition of
-- PhysicalQuantity is borrowed from physics, a PhysicalQuantity need
-- not be material. Aside from the dimensions of length, time, velocity,
-- etc., nonphysical dimensions such as currency are also possible.
-- Accordingly, amounts of money would be instances of PhysicalQuantity.
-- A PhysicalQuantity is distinguished from a pure Number by the fact that
-- the former is associated with a dimension of measurement.
fun PhysicalQuantity : Class ;
fun PhysicalQuantity_Class : SubClass PhysicalQuantity Quantity ;
-- The physical state of an Object. There
-- are three reified instances of this Class: Solid, Liquid, and Gas.
-- Physical changes are not characterized by the transformation of one
-- substance into another, but rather by the change of the form (physical
-- states) of a given substance. For example, melting an iron nail yields a
-- substance still called iron.
fun PhysicalState : Class ;
fun PhysicalState_Class : SubClass PhysicalState InternalAttribute ;
-- PhysicalSystem is the class of complex
-- Physical things. A PhysicalSystem may have one or more
-- corresponding abstract Graph representations.
fun PhysicalSystem : Class ;
fun PhysicalSystem_Class : SubClass PhysicalSystem Physical ;
-- A normal process of an Organism
-- or part of an Organism.
fun PhysiologicProcess : Class ;
fun PhysiologicProcess_Class : SubClass PhysiologicProcess BiologicalProcess ;
-- Pi is the RealNumber that
-- is the ratio of the perimeter of a circle to its diameter. It is
-- approximately equal to 3.141592653589793.
fun Pi : Ind PositiveRealNumber ;
-- A UnaryFunction that maps a UnitOfMeasure into
-- a UnitOfMeasure that is equal to .000000000001 units of the original
-- UnitOfMeasure. For example, (PicoFn SecondDuration) is .000000000001
-- SecondDurations.
fun PicoFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- English unit of volume equal to 1/2 of a
-- Quart.
fun Pint : Ind UnitOfVolume ;
-- A specification of a sequence of Processes which
-- is intended to satisfy a specified purpose at some future time.
fun Plan : Class ;
fun Plan_Class : SubClass Plan Procedure ;
-- The value of an angle in a plane.
fun PlaneAngleMeasure : Class ;
fun PlaneAngleMeasure_Class : SubClass PlaneAngleMeasure AngleMeasure ;
-- Specifying a set of actions in order to meet a
-- set of goals or objectives.
fun Planning : Class ;
fun Planning_Class : SubClass Planning IntentionalPsychologicalProcess ;
-- An Organism having cellulose cell walls, growing
-- by synthesis of Substances, generally distinguished by the presence of
-- chlorophyll, and lacking the power of locomotion.
fun Plant : Class ;
def Plant = KappaFn Organism (\PLANT -> and (forall PlantSubstance (\SUBSTANCE -> part (var PlantSubstance Object ? SUBSTANCE)
(var Organism Object ? PLANT)))
(forall PlantAnatomicalStructure (\STRUCTURE -> part (var PlantAnatomicalStructure Object ? STRUCTURE)
(var Organism Object ? PLANT)))) ;
-- AnatomicalStructures that
-- are possessed exclusively by Plants.
fun PlantAnatomicalStructure : Class ;
fun PlantAnatomicalStructure_Class : SubClass PlantAnatomicalStructure AnatomicalStructure ;
-- BodySubstances that are produced
-- exclusively by Plants.
fun PlantSubstance : Class ;
fun PlantSubstance_Class : SubClass PlantSubstance BodySubstance ;
-- An extremely energetic PhysicalState that consists
-- of atomic nuclei stripped of electrons. That is, a plasma is composed of
-- positive ions and free electrons. Plasma behaves differently enough from
-- Gas that it is referred to as the fourth state of matter.
fun Plasma : Ind PhysicalState ;
-- The shape of an Object with this Attribute
-- can easily be altered.
fun Pliable : Ind InternalAttribute ;
-- A Poisoning is caused by an external
-- substance. Since Poisoning is not possible without some biologic
-- function which affects the Organism being injured, it is a subclass
-- of BiologicalProcess.
fun Poisoning : Class ;
fun Poisoning_Class : SubClass Poisoning Injuring ;
-- The Class of Processes where the agent
-- pierces the surface of the Object with an instrument.
fun Poking : Class ;
fun Poking_Class : SubClass Poking IntentionalProcess ;
-- Any GovernmentOrganization
-- that is charged with domestic enforcement of the laws of the Government.
fun PoliceOrganization : Class ;
fun PoliceOrganization_Class : SubClass PoliceOrganization GovernmentOrganization ;
-- An Organization that is attempting to bring about some sort
-- of political change.
fun PoliticalOrganization : Class ;
fun PoliticalOrganization_Class : SubClass PoliticalOrganization Organization ;
-- An OrganizationalProcess carried
-- out by, for or against officially constituted governments. Some examples
-- would be voting on proposed legislation, electing a government representative,
-- or even overthrowing a government in a revolution.
fun PoliticalProcess : Class ;
fun PoliticalProcess_Class : SubClass PoliticalProcess OrganizationalProcess ;
-- A powder produced by FloweringPlants that contains male
-- gametes and is capable of fertilizing the seeds of FloweringPlants of the same
-- species.
fun Pollen : Class ;
fun Pollen_Class : SubClass Pollen (both PlantAnatomicalStructure ReproductiveBody) ;
-- An Object with this Attribute has
-- different colors on different parts of its surface.
fun Polychromatic : Ind ColorAttribute ;
-- A formal position of reponsibility within an
-- Organization. Examples of Positions include president, laboratory
-- director, senior researcher, sales representative, etc.
fun Position : Class ;
fun Position_Class : SubClass Position SocialRole ;
-- Attributes characterizing the
-- orientation of an Object, e.g. Vertical versus Horizontal, Left
-- versus Right etc.
fun PositionalAttribute : Class ;
fun PositionalAttribute_Class : SubClass PositionalAttribute RelationalAttribute ;
-- The TimePoint that is after all other TimePoints.
fun PositiveInfinity : Ind TimePoint ;
-- An Integer that is greater than zero.
fun PositiveInteger : Class ;
fun PositiveInteger_Class : SubClass PositiveInteger (both NonnegativeInteger PositiveRealNumber) ;
-- A RealNumber that is greater than
-- zero.
fun PositiveRealNumber : Class ;
def PositiveRealNumber = KappaFn NonnegativeRealNumber (\NUMBER -> greaterThan (var NonnegativeRealNumber Quantity ? NUMBER)
(el Integer Quantity ? (toInt 0)));
-- Attribute that applies to Propositions that are
-- possible, i.e. true in at least one possible world.
fun Possibility : Ind AlethicAttribute ;
-- English pound of force. The conversion
-- factor depends on the local value of the acceleration of free fall. A
-- mean value is used in the conversion axiom associated with this
-- constant.
fun PoundForce : Ind CompositeUnitOfMeasure ;
-- English mass unit of pounds.
fun PoundMass : Ind UnitOfMass ;
-- (PowerSetFn ?CLASS) maps the SetOrClass
-- ?CLASS to the SetOrClass of all subclasses of ?CLASS.
fun PowerSetFn : El SetOrClass -> Desc SetOrClass ;
-- Precipitation is the process of
-- water molecules falling from the air to the ground, in either a
-- liquid or frozen state.
fun Precipitation : Class ;
fun Precipitation_Class : SubClass Precipitation (both Falling (both WaterMotion WeatherProcess)) ;
-- A unary function that maps an Integer to
-- its predecessor, e.g. the predecessor of 5 is 4.
fun PredecessorFn : El Integer -> Ind Integer ;
-- The Class of IntentionalPsychologicalProcesses
-- which involve the formulation of a Proposition about a state of affairs
-- which might be realized in the future.
fun Predicting : Class ;
fun Predicting_Class : SubClass Predicting IntentionalPsychologicalProcess ;
-- (PremisesFn ?ARGUMENT) returns the complete
-- set of premises of the Argument ?ARGUMENT.
fun PremisesFn : El Argument -> Ind Proposition ;
-- A Phrase that begins with a
-- preposition and that functions as an Adjective or an Adverb.
fun PrepositionalPhrase : Class ;
fun PrepositionalPhrase_Class : SubClass PrepositionalPhrase Phrase ;
-- Any SocialInteraction where a
-- CognitiveAgent or Group of CognitiveAgents attempts to make
-- another CognitiveAgent or Group of CognitiveAgents believe
-- something that is false. This covers deceit, affectation,
-- impersonation, and entertainment productions, to give just a few
-- examples.
fun Pretending : Class ;
fun Pretending_Class : SubClass Pretending SocialInteraction ;
-- Colors which can be blended to form any
-- color and which cannot be derived from any other colors.
fun PrimaryColor : Class ;
fun PrimaryColor_Class : SubClass PrimaryColor ColorAttribute ;
-- The Class of Mammals which are
-- Primates.
fun Primate : Class ;
fun Primate_Class : SubClass Primate Mammal ;
-- An Integer that is evenly divisible only
-- by itself and 1.
fun PrimeNumber : Class ;
fun PrimeNumber_Class : SubClass PrimeNumber Integer ;
-- A class containing all of the Attributes
-- relating to objective, qualitative assessments of probability, e.g. Likely and
-- Unlikely.
fun ProbabilityAttribute : Class ;
fun ProbabilityAttribute_Class : SubClass ProbabilityAttribute ObjectiveNorm ;
-- One of the basic ProbabilityRelations,
-- ProbabilityFn is used to state the a priori probability of a state of
-- affairs. (ProbabilityFn ?FORMULA) denotes the a priori probability
-- of ?FORMULA.
fun ProbabilityFn : Formula -> Ind RealNumber ;
-- A sequence_dependent specification. Some
-- examples are ComputerPrograms, finite_state machines, cooking recipes,
-- musical scores, conference schedules, driving directions, and the scripts
-- of plays and movies.
fun Procedure : Class ;
fun Procedure_Class : SubClass Procedure Proposition ;
-- The class of things that happen
-- and have temporal parts or stages. Examples include extended events
-- like a football match or a race, actions like Pursuing and Reading,
-- and biological processes. The formal definition is: anything that occurs in
-- time but is not an Object. Note that a Process may have
-- participants 'inside' it which are Objects, such as the players
-- in a football match. In a 4D ontology, a Process is something whose
-- spatiotemporal extent is thought of as dividing into temporal stages
-- roughly perpendicular to the time_axis.
fun Process : Class ;
fun Process_Class : SubClass Process Physical ;
-- An Artifact that is produced by Manufacture.
fun Product : Class ;
fun Product_Class : SubClass Product Artifact ;
-- Prohibition is the DeonticAttribute that
-- applies to Formulas that an Agent is forbidden, by some authority,
-- to make true.
fun Prohibition : Ind DeonticAttribute ;
-- Attribute that applies to Propositions that
-- an Agent promises to make true. Promises may be implicit or explicit.
-- They may be expressed in a written or verbal or gestural manner.
fun Promise : Ind DeonticAttribute ;
-- A UnaryFunction that maps an Agent to the
-- Set of Objects owned by the Agent.
fun PropertyFn : El Agent -> Ind Set ;
-- Propositions are Abstract entities that
-- express a complete thought or a set of such thoughts. As an example,
-- the formula '(instance Yojo Cat)' expresses the Proposition that the
-- entity named Yojo is an element of the Class of Cats. Note that
-- propositions are not restricted to the content expressed by individual
-- sentences of a Language. They may encompass the content expressed by
-- theories, books, and even whole libraries. It is important to distinguish
-- Propositions from the ContentBearingObjects that express them. A
-- Proposition is a piece of information, e.g. that the cat is on the mat,
-- but a ContentBearingObject is an Object that represents this information.
-- A Proposition is an abstraction that may have multiple representations:
-- strings, sounds, icons, etc. For example, the Proposition that the cat is
-- on the mat is represented here as a string of graphical characters displayed
-- on a monitor and/or printed on paper, but it can be represented by a sequence
-- of sounds or by some non_latin alphabet or by some cryptographic form
fun Proposition : Class ;
fun Proposition_Class : SubClass Proposition Abstract ;
-- The BodyPosition of lying down, being in a
-- horizontal position.
fun Prostrate : Ind BodyPosition ;
-- A Nutrient made up of amino acids joined by
-- peptide bonds.
fun Protein : Class ;
fun Protein_Class : SubClass Protein Nutrient ;
-- Components of the AtomicNucleus. They have a
-- positive charge.
fun Proton : Class ;
fun Proton_Class : SubClass Proton SubatomicParticle ;
-- The Class of pseudographs. A pseudograph
-- is a Graph containing at least one GraphLoop.
fun PseudoGraph : Class ;
fun PseudoGraph_Class : SubClass PseudoGraph Graph ;
-- Attributes that characterize the mental
-- or behavioral life of an Organism.
fun PsychologicalAttribute : Class ;
fun PsychologicalAttribute_Class : SubClass PsychologicalAttribute BiologicalAttribute ;
-- A clinically significant
-- dysfunction whose major manifestation is behavioral or psychological.
-- These dysfunctions may have identified or presumed biological etiologies
-- or manifestations.
fun PsychologicalDysfunction : Class ;
fun PsychologicalDysfunction_Class : SubClass PsychologicalDysfunction (both DiseaseOrSyndrome PsychologicalAttribute) ;
-- A BiologicalProcess which takes place in
-- the mind or brain of an Organism and which may be manifested in the behavior
-- of the Organism.
fun PsychologicalProcess : Class ;
fun PsychologicalProcess_Class : SubClass PsychologicalProcess BiologicalProcess ;
-- The Manufacture of Texts. Note that
-- there is no implication that the Texts are distributed. Such
-- distribution, when it occurs, is an instance of Dissemination.
fun Publication : Class ;
fun Publication_Class : SubClass Publication (both ContentDevelopment Manufacture) ;
-- A Contract between two Agents in
-- which one Agent agrees to render the other some good or service in
-- exchange for currency.
fun PurchaseContract : Ind DeonticAttribute ;
-- The Class of Substances with constant
-- composition. A PureSubstance can be either an element (ElementalSubstance)
-- or a compound of elements (CompoundSubstance). Examples: Table salt
-- (sodium chloride, NaCl), sugar (sucrose, C_{12}H_{22}O_{11}), water (H_2O),
-- iron (Fe), copper (Cu), and oxygen (O_2).
fun PureSubstance : Class ;
fun PureSubstance_Class : SubClass PureSubstance Substance ;
-- The class of IntentionalProcesses where something is
-- sought. Some examples would be hunting, shopping, trawling, and stalking.
fun Pursuing : Class ;
fun Pursuing_Class : SubClass Pursuing IntentionalProcess ;
-- The Class of Processes where something is put
-- in a location. Note that the location is specified with the CaseRole
-- destination.
fun Putting : Class ;
fun Putting_Class : SubClass Putting Transfer ;
-- Any specification of how many or how much of
-- something there is. Accordingly, there are two subclasses of Quantity:
-- Number (how many) and PhysicalQuantity (how much).
fun Quantity : Class ;
fun Quantity_Class : SubClass Quantity Abstract ;
-- Any InternalChange where a PhysicalQuantity
-- associated with the patient is altered.
fun QuantityChange : Class ;
fun QuantityChange_Class : SubClass QuantityChange InternalChange ;
-- English unit of volume equal to 1/4 of a
-- UnitedStatesGallon.
fun Quart : Ind UnitOfVolume ;
-- A request for information. For example, John asked
-- Bill if the President had said anything about taxes in his State of the Union
-- address.
fun Questioning : Class ;
fun Questioning_Class : SubClass Questioning Directing ;
-- SI plane angle measure. Symbol: rad. It is the
-- angle of a circle subtended by an arc equal in length to the circle's
-- radius. Another definition is: the plane angle between two radii of a
-- circle which cut off on the circumference an arc equal in length to the
-- radius. Radian = m/m = 1.
fun Radian : Ind UnitOfAngularMeasure ;
-- Processes in which some form of electromagnetic
-- radiation, e.g. radio waves, light waves, electrical energy, etc., is given
-- off or absorbed by something else.
fun Radiating : Class ;
fun Radiating_Class : SubClass Radiating Motion ;
-- RadiatingElectromagnetic
-- is the subclass of Radiating processes in which electromagnetic
-- radiation is transmitted or absorbed.
fun RadiatingElectromagnetic : Class ;
fun RadiatingElectromagnetic_Class : SubClass RadiatingElectromagnetic Radiating ;
-- Any instance of Radiating where the
-- wavelengths are longer than those of visible light and shorter than those
-- of radio emissions.
fun RadiatingInfrared : Class ;
fun RadiatingInfrared_Class : SubClass RadiatingInfrared RadiatingElectromagnetic ;
-- The subclass of Radiating in which
-- light is given off or absorbed. Some examples include blinking, flashing,
-- and glittering.
fun RadiatingLight : Class ;
fun RadiatingLight_Class : SubClass RadiatingLight RadiatingElectromagnetic ;
-- Releasing atomic energy, i.e. energy from
-- a nuclear reaction.
fun RadiatingNuclear : Class ;
fun RadiatingNuclear_Class : SubClass RadiatingNuclear Radiating ;
-- The subclass of Radiating in which
-- sound waves are given off or absorbed. Some examples include creaking,
-- roaring, and whistling.
fun RadiatingSound : Class ;
fun RadiatingSound_Class : SubClass RadiatingSound Radiating ;
fun RadiatingXRay : Class ;
fun RadiatingXRay_Class : SubClass RadiatingXRay RadiatingElectromagnetic ;
-- A TemperatureMeasure. Note that 0 RankineDegrees is
-- the same as the absolute zero (i.e. 0 KelvinDegrees).
fun RankineDegree : Ind UnitOfTemperature ;
-- Any RealNumber that is the product of
-- dividing two Integers.
fun RationalNumber : Class ;
fun RationalNumber_Class : SubClass RationalNumber RealNumber ;
-- (RationalNumberFn ?NUMBER) returns
-- the rational representation of ?NUMBER.
fun RationalNumberFn : El Number -> Ind RationalNumber ;
-- A subclass of ContentDevelopment in which
-- content is converted from a written form into a spoken representation.
-- Note that the class Interpreting should be used in cases where a
-- Text is read silently.
fun Reading : Class ;
fun Reading_Class : SubClass Reading ContentDevelopment ;
-- Any Number that can be expressed as a
-- (possibly infinite) decimal, i.e. any Number that has a position
-- on the number line.
fun RealNumber : Class ;
fun RealNumber_Class : SubClass RealNumber Number ;
-- (RealNumberFn ?NUMBER) returns the part of
-- ?NUMBER that is a RealNumber.
fun RealNumberFn : El Number -> Ind RealNumber ;
-- The Class of IntentionalPsychologicalProcesses
-- which involve concluding, on the basis of either deductive or inductive
-- evidence, that a particular Proposition or Sentence is true.
fun Reasoning : Class ;
fun Reasoning_Class : SubClass Reasoning IntentionalPsychologicalProcess ;
-- (ReciprocalFn ?NUMBER) is the reciprocal
-- element of ?NUMBER with respect to the multiplication operator
-- (MultiplicationFn), i.e. 1/?NUMBER. Not all numbers have a reciprocal
-- element. For example the number 0 does not. If a number ?NUMBER has a
-- reciprocal ?RECIP, then the product of ?NUMBER and ?RECIP will be
-- 1, e.g. 3*1/3 = 1. The reciprocal of an element is equal to
-- applying the ExponentiationFn function to the element to the power
-- _1.
fun ReciprocalFn : El Quantity -> Ind Quantity ;
-- A Process that is carried out for
-- the purpose of recreation or exercise. Since RecreationOrExercise is a
-- subclass of IntentionalProcess, the intent of a process determines whether
-- or not it is an instance of the class. Hence, if John and Bill watch the same
-- program on television, and John watches it to relax while Bill watches it solely
-- to satisfy an educational requirement, then John's watching the movie is an
-- instance of RecreationOrExercise, while Bill's is not (both cases of
-- watching the television program would however be in the class of Seeing, since
-- being an instance of this latter class is not determined by intention).
fun RecreationOrExercise : Class ;
fun RecreationOrExercise_Class : SubClass RecreationOrExercise IntentionalProcess ;
-- A function that is useful for generating
-- recurring time intervals. For example, (RecurrentTimeIntervalFn (HourFn 6 Day)
-- (HourFn 12 Day)) returns the Class of TimeIntervals beginning at 6 in the
-- morning and ending at 12 noon. For another example, (RecurrentTimeInterval
-- Saturday Sunday) returns the Class of all weekends. For still another example,
-- (RecurrentTimeInterval June August) returns the Class containing the academic
-- summer period.
fun RecurrentTimeIntervalFn : Desc TimeInterval -> Desc TimeInterval -> Desc TimeInterval ;
-- The Attribute of redness.
fun Red : Ind PrimaryColor ;
-- A topographic location. Regions encompass
-- surfaces of Objects, imaginary places, and GeographicAreas. Note
-- that a Region is the only kind of Object which can be located at
-- itself. Note too that Region is not a subclass of SelfConnectedObject,
-- because some Regions, e.g. archipelagos, have parts which are not
-- connected with one another.
fun Region : Class ;
fun Region_Class : SubClass Region Object ;
-- an Guiding whose aim is the enforcement
-- of rules or regulations. Note the key differences between RegulatoryProcess
-- and the related concept Managing. The latter implies a long_term relationship
-- between a single manager and limited number of agents who are managed, while the
-- former implies a normative standard to which the activities of the regulated are
-- referred.
fun RegulatoryProcess : Class ;
fun RegulatoryProcess_Class : SubClass RegulatoryProcess Guiding ;
-- Any Attribute that an Entity has by
-- virtue of a relationship that it bears to another Entity or set of Entities,
-- e.g. SocialRoles and PositionalAttributes.
fun RelationalAttribute : Class ;
fun RelationalAttribute_Class : SubClass RelationalAttribute Attribute ;
-- A BinaryFunction that maps two
-- SetOrClasses to the difference between these SetOrClasses. More
-- precisely, (RelativeComplementFn ?CLASS1 ?CLASS2) denotes the instances
-- of ?CLASS1 that are not also instances of ?CLASS2.
fun RelativeComplementFn : El SetOrClass -> El SetOrClass -> Ind SetOrClass ;
-- A means of converting TimePositions
-- between different TimeZones. (RelativeTimeFn ?TIME ?ZONE)
-- denotes the TimePosition in CoordinatedUniversalTime that is
-- contemporaneous with the TimePosition ?TIME in TimeZone ?ZONE.
-- For example, (RelativeTimeFn (MeasureFn 14 HourDuration) EasternTimeZone)
-- would return the value (MeasureFn 19 HourDuration).
fun RelativeTimeFn : El TimePosition -> El TimeZone -> Ind TimePosition ;
-- Any instance of Transfer which results in
-- a situation where it is not the case that the agent grasps something
-- which he/she grasps previously.
fun Releasing : Class ;
fun Releasing_Class : SubClass Releasing Transfer ;
-- An Organization whose members
-- share a set of religious beliefs.
fun ReligiousOrganization : Class ;
fun ReligiousOrganization_Class : SubClass ReligiousOrganization (both BeliefGroup Organization) ;
-- An OrganizationalProcess that is
-- carried out within or by a ReligiousOrganization.
fun ReligiousProcess : Class ;
fun ReligiousProcess_Class : SubClass ReligiousProcess OrganizationalProcess ;
-- (RemainderFn ?NUMBER ?DIVISOR) is the
-- remainder of the number ?NUMBER divided by the number ?DIVISOR.
-- The result has the same sign as ?DIVISOR.
fun RemainderFn : El Quantity -> El Quantity -> Ind Quantity ;
-- The Class of PsychologicalProcesses which
-- involve the recollection of prior experiences and/or of knowledge
-- which was previously acquired.
fun Remembering : Class ;
fun Remembering_Class : SubClass Remembering PsychologicalProcess ;
-- The Class of Processes where something is
-- taken away from a location. Note that the thing removed and the location
-- are specified with the CaseRoles patient and origin, respectively.
fun Removing : Class ;
fun Removing_Class : SubClass Removing Transfer ;
-- The Class of Processes where the agent
-- makes a modification or series of modifications to an Object that is not
-- functioning as intended so that it works properly.
fun Repairing : Class ;
fun Repairing_Class : SubClass Repairing IntentionalProcess ;
-- The Process of biological reproduction.
-- This can be either a sexual or an asexual process.
fun Replication : Class ;
fun Replication_Class : SubClass Replication OrganismProcess ;
-- Any ArtWork that represents
-- something Physical.
fun RepresentationalArtWork : Class ;
fun RepresentationalArtWork_Class : SubClass RepresentationalArtWork (both ArtWork Icon) ;
-- Reproductive structure of Organisms.
-- Consists of an Embryonic Object and a nutritive/protective envelope.
-- Note that this class includes seeds, spores, and FruitOrVegetables, as
-- well as the eggs produced by Animals.
fun ReproductiveBody : Class ;
fun ReproductiveBody_Class : SubClass ReproductiveBody BodyPart ;
-- A ColdBloodedVertebrate having an external
-- covering of scales or horny plates. Reptiles breathe by means of
-- Lungs and generally lay eggs.
fun Reptile : Class ;
fun Reptile_Class : SubClass Reptile ColdBloodedVertebrate ;
-- A request expresses a desire that some future
-- action be performed. For example, the 5th Battalion requested air support
-- from the 3rd Bomber Group. Note that this class covers proposals,
-- recommendations, suggestions, etc.
fun Requesting : Class ;
fun Requesting_Class : SubClass Requesting Directing ;
-- A Building or part of a Building which provides
-- some accomodation for sleeping.
fun Residence : Class ;
fun Residence_Class : SubClass Residence StationaryArtifact ;
-- A Building which provides some
-- accomodation for sleeping. Note that this class does not cover just
-- permanent residences, e.g. Houses and condominium and apartment buildings,
-- but also temporary residences, e.g. hotels and dormitories.
-- ResidentialBuildings are also distinguished from CommercialBuildings,
-- which are intended to serve an organizational rather than a residential
-- function.
fun ResidentialBuilding : Class ;
fun ResidentialBuilding_Class : SubClass ResidentialBuilding (both Building Residence) ;
-- This PositionalAttribute is derived from the
-- left/right schema. Note that this means directly to the right, so that,
-- if one object is to the right of another, then the projections of the
-- two objects overlap.
fun Right : Ind AntiSymmetricPositionalAttribute ;
-- The shape of an Object with this Attribute
-- cannot be altered without breaking.
fun Rigid : Ind InternalAttribute ;
-- Roadway is the subclass of LandTransitways
-- that are areas intended for surface travel by self_powered, wheeled
-- vehicles, excluding those that travel on tracks. Roadways have been
-- at least minimally improved to enable the passage of vehicles.
-- Roadways include dirt and gravelled roads, paved streets, and
-- expressways.
fun Roadway : Class ;
fun Roadway_Class : SubClass Roadway LandTransitway ;
-- The Class of Mammals with one or two pairs
-- of incisors for gnawing. Includes rats, mice, guinea pigs, and
-- rabbits.
fun Rodent : Class ;
fun Rodent_Class : SubClass Rodent Mammal ;
-- A properPart of a Building which is separated from
-- the exterior of the Building and/or other Rooms of the Building by walls.
-- Some Rooms may have a specific purpose, e.g. sleeping, bathing, cooking,
-- entertainment, etc.
fun Room : Class ;
fun Room_Class : SubClass Room StationaryArtifact ;
-- An Object with this Attribute has a rough
-- surface.
fun Rough : Ind TextureAttribute ;
-- (RoundFn ?NUMBER) is the Integer closest
-- to ?NUMBER on the number line. If ?NUMBER is halfway between two
-- Integers (for example 3.5), it denotes the larger Integer.
fun RoundFn : El Quantity -> Ind Quantity ;
-- Ambulating relatively quickly, i.e. moving in such a
-- way that, with each step, neither foot is in contact with the ground for a
-- period of time.
fun Running : Class ;
fun Running_Class : SubClass Running Ambulating ;
-- A WaterArea whose Water is saline, e.g.
-- oceans and seas.
fun SaltWaterArea : Class ;
fun SaltWaterArea_Class : SubClass SaltWaterArea WaterArea ;
-- A Class of Attributes that specify, in
-- a qualitative manner, the extent of the presence of one kind of Object in
-- another kind of Object.
fun SaturationAttribute : Class ;
fun SaturationAttribute_Class : SubClass SaturationAttribute InternalAttribute ;
-- The Class of all calendar Saturdays.
fun Saturday : Class ;
fun Saturday_Class : SubClass Saturday Day ;
-- The Class of all clock Seconds.
fun Second : Class ;
fun Second_Class : SubClass Second TimeInterval ;
-- SI UnitOfDuration. Symbol: s.
-- It is one of the base units in SI, and it is currently defined as
-- follows: the SecondDuration is the duration of 9192631770 periods of
-- the radiation corresponding to the transition between the two hyperfine
-- levels of the ground state of the cesium 133 atom.
fun SecondDuration : Ind UnitOfDuration ;
-- A BinaryFunction that assigns a PositiveRealNumber and a
-- subclass of Minutes to the Seconds within each Minute corresponding to that
-- PositiveRealNumber. For example, (SecondFn 4 (MinuteFn 5 Hour)) is the Class
-- of all fourth Seconds of every fifth Minute of every hour. For another example,
-- (SecondFn 8 Minute) would return the eighth second of every minute. For still
-- another example,
--
-- (SecondFn 9 (MinuteFn 15 (HourFn 14 (DayFn 18 (MonthFn August (YearFn 1912))))))
--
-- denotes 9 seconds and 15 minutes after 2 PM on the 18th day of August 1912.
fun SecondFn : El PositiveRealNumber -> Desc Minute -> Desc Second ;
-- The fertilized or unfertilized female ReproductiveBody
-- of a FloweringPlant.
fun Seed : Class ;
fun Seed_Class : SubClass Seed (both PlantAnatomicalStructure ReproductiveBody) ;
-- The subclass of Perception in which the
-- sensing is done by an ocular Organ.
fun Seeing : Class ;
fun Seeing_Class : SubClass Seeing Perception ;
-- The Class of IntentionalPsychologicalProcesses
-- which involve opting for one or more Entity out of a larger set of Entities.
-- Note that this covers all cases of judging or evaluating.
fun Selecting : Class ;
fun Selecting_Class : SubClass Selecting IntentionalPsychologicalProcess ;
-- A SelfConnectedObject is any
-- Object that does not consist of two or more disconnected parts.
fun SelfConnectedObject : Class ;
fun SelfConnectedObject_Class : SubClass SelfConnectedObject Object ;
-- A FinancialTransaction in which an instance of
-- Physical is exchanged for an instance of CurrencyMeasure.
fun Selling : Class ;
fun Selling_Class : SubClass Selling FinancialTransaction ;
-- A syntactically well_formed formula of a
-- Language. It includes, at minimum, a predicate and a subject (which
-- may be explicit or implicit), and it expresses a Proposition.
fun Sentence : Class ;
fun Sentence_Class : SubClass Sentence LinguisticExpression ;
-- An Agent that has rights but may or may
-- not have responsibilities and the ability to reason. If the latter are
-- present, then the Agent is also an instance of CognitiveAgent.
-- Domesticated animals are an example of SentientAgents that are not
-- also CognitiveAgents.
fun SentientAgent : Class ;
fun SentientAgent_Class : SubClass SentientAgent Agent ;
-- A Process where a SelfConnectedObject is
-- separated into (some of) its parts. Note that Separating is different
-- from Detaching in that the latter only results in the two objects not
-- being connected. Note too that Separating is different from
-- Removing in that one or both of the two things which are separated
-- may or may not be moved from the location where they were separated.
fun Separating : Class ;
fun Separating_Class : SubClass Separating DualObjectProcess ;
-- The Class of all Months which are September.
fun September : Class ;
fun September_Class : SubClass September Month ;
-- A Text consisting of multiple self_contained units.
-- Some examples are an encyclopedia containing a couple dozen volumes, a television
-- series made up of many episodes, a film serial, etc.
fun Series : Class ;
fun Series_Class : SubClass Series Text ;
-- A BinaryFunction that maps a type of Series
-- (e.g. the Encyclopedia_Britannica or the Popular_Mechanics periodical) and a
-- number to the volumes of the text type designated by the number.
fun SeriesVolumeFn : Desc Series -> El PositiveInteger -> Desc Text ;
-- ServiceProcess denotes the class
-- of events in which one agent performs a service for another. The
-- service need not be commercial, and it need not be the case that
-- the serviceRecipient pays or recompenses the serviceProvider
-- for the service.
fun ServiceProcess : Class ;
fun ServiceProcess_Class : SubClass ServiceProcess SocialInteraction ;
-- A SetOrClass that satisfies extensionality as well as
-- other constraints specified by some choice of set theory. Sets differ
-- from Classes in two important respects. First, Sets are extensional _
-- two Sets with the same elements are identical. Second, a Set can be
-- an arbitrary stock of objects. That is, there is no requirement that Sets
-- have an associated condition that determines their membership. Note that Sets
-- are not assumed to be unique sets, i.e. elements of a Set may occur more
-- than once in the Set.
fun Set : Class ;
fun Set_Class : SubClass Set SetOrClass ;
-- The SetOrClass of Sets
-- and Classes, i.e. any instance of Abstract that has elements or
-- instances.
fun SetOrClass : Class ;
fun SetOrClass_Class : SubClass SetOrClass Abstract ;
-- Attributes that indicate the sex of an
-- Organism.
fun SexAttribute : Class ;
fun SexAttribute_Class : SubClass SexAttribute BiologicalAttribute ;
-- Sexual Processes of biological
-- reproduction.
fun SexualReproduction : Class ;
fun SexualReproduction_Class : SubClass SexualReproduction Replication ;
-- Any Attribute that relates to the
-- shape of an Object.
fun ShapeAttribute : Class ;
fun ShapeAttribute_Class : SubClass ShapeAttribute InternalAttribute ;
-- The Process of changing the shape of an Object.
fun ShapeChange : Class ;
fun ShapeChange_Class : SubClass ShapeChange InternalChange ;
-- The subclass of Impelling where the patient
-- is a projectile that is fired through the air by means of some sort of
-- Device.
fun Shooting : Class ;
fun Shooting_Class : SubClass Shooting Impelling ;
-- A ShoreArea is a LandArea approximately
-- 1_3 km wide bordering a body of water, such as an ocean, bay, river,
-- or lake. A ShoreArea may comprise a variety of LandForms, such as dunes,
-- sloughs, and marshes.
fun ShoreArea : Class ;
fun ShoreArea_Class : SubClass ShoreArea LandArea ;
-- SI electric conductance measure. Symbol: S.
-- In the case of direct current, the conductance in Siemens is the
-- reciprocal of the resistance in Ohms, in the case of alternating current,
-- it is the reciprocal of the impedance in ohms. siemens = A/V =
-- m^(_2)*kg(_1)*s^(3)*A^2.
fun Siemens : Ind CompositeUnitOfMeasure ;
-- SI dose equivalent measure. Symbol: Sv. It is
-- a unit of biologic dose of ionizing radiation. The Sievert makes it
-- possible to normalize doses of different types of radiation. It takes
-- into account the relative biologic effectiveness of ionizing radiation,
-- since each form of such radiation__e.g., X rays, gamma rays, neutrons__
-- has a slightly different effect on living tissue for a given absorbed
-- dose. The dose equivalent of a given type of radiation (in Sievert) is
-- the dose of the radiation in Gray multiplied by a quality factor that
-- is based on the relative biologic effectiveness of the radiation.
-- Accordingly, one Sievert is generally defined as the amount of radiation
-- roughly equivalent in biologic effectiveness to one Gray of gamma
-- radiation. Sievert = J/kg = m^2*s^(_2)
fun Sievert : Ind CompositeUnitOfMeasure ;
-- (SignumFn ?NUMBER) denotes the sign of ?NUMBER.
-- This is one of the following values: _1, 1, or 0.
fun SignumFn : El RealNumber -> Ind Integer ;
-- (SineFn ?DEGREE) is the sine of the
-- PlaneAngleMeasure ?DEGREE. The sine of ?DEGREE is the ratio of the side
-- opposite ?DEGREE to the hypotenuse in a right_angled triangle.
fun SineFn : El PlaneAngleMeasure -> Ind RealNumber ;
-- Speaking that is also Music.
fun Singing : Class ;
fun Singing_Class : SubClass Singing (both Music Speaking) ;
-- SingleAgentProcess
-- is the Class of all Processes that require exactly one agent in order to occur.
fun SingleAgentProcess : Class ;
fun SingleAgentProcess_Class : SubClass SingleAgentProcess Process ;
-- A PermanentResidence which is
-- intended to be the home of a single SocialUnit. This class covers
-- Houses, ApartmentUnits, and CondominiumUnits.
fun SingleFamilyResidence : Class ;
fun SingleFamilyResidence_Class : SubClass SingleFamilyResidence PermanentResidence ;
-- The BodyPosition of being recumbent, i.e.
-- knees bent and back side supported.
fun Sitting : Ind BodyPosition ;
-- The system of Bones that make up the supporting structure
-- of Vertebrates.
fun Skeleton : Class ;
fun Skeleton_Class : SubClass Skeleton (both AnimalAnatomicalStructure BodyPart) ;
-- English mass unit of slugs.
fun Slug : Ind UnitOfMass ;
-- The subclass of Perception in which the
-- sensing is done by an olefactory Organ.
fun Smelling : Class ;
fun Smelling_Class : SubClass Smelling Perception ;
-- A mixture of fine particles suspended in a gas that is
-- produced by Combustion.
fun Smoke : Class ;
fun Smoke_Class : SubClass Smoke Cloud ;
-- An Object with this Attribute has a smooth
-- surface.
fun Smooth : Ind TextureAttribute ;
-- The subclass of
-- IntentionalProcess that involves interactions between
-- CognitiveAgents.
fun SocialInteraction : Class ;
fun SocialInteraction_Class : SubClass SocialInteraction IntentionalProcess ;
-- The Class of all Attributes that
-- specify the position or status of a CognitiveAgent within an
-- Organization or other Group.
fun SocialRole : Class ;
fun SocialRole_Class : SubClass SocialRole RelationalAttribute ;
-- A GroupOfPeople who all have the same home.
fun SocialUnit : Class ;
fun SocialUnit_Class : SubClass SocialUnit GroupOfPeople ;
-- An Object has the Attribute of Solid if it
-- has a fixed shape and a fixed volume.
fun Solid : Ind PhysicalState ;
-- The value of an angle in a solid.
fun SolidAngleMeasure : Class ;
fun SolidAngleMeasure_Class : SubClass SolidAngleMeasure AngleMeasure ;
-- A liquid mixture. The most abundant component in
-- a solution is called the solvent. Other components are called solutes.
-- A solution, though homogeneous, may nonetheless have variable composition.
-- Any amount of salt, up to a maximum limit, can be dissolved in a given
-- amount of water.
fun Solution : Class ;
fun Solution_Class : SubClass Solution LiquidMixture ;
-- The volume of sound relative to a listener.
fun SoundAttribute : Class ;
fun SoundAttribute_Class : SubClass SoundAttribute RelationalAttribute ;
-- The compass direction of South.
fun South : Ind DirectionalAttribute ;
-- Any LinguisticGeneration which is also a
-- Vocalizing, i.e. any LinguisticCommunication by a Human which
-- involves his/her vocal cords.
fun Speaking : Class ;
fun Speaking_Class : SubClass Speaking (both LinguisticCommunication Vocalizing) ;
-- Maps an instance of LengthMeasure and an instance of
-- TimeDuration to the speed represented by this proportion of distance and time.
-- For example, (SpeedFn (MeasureFn 55 Mile)(MeasureFn 1 HourDuration))
-- represents the velocity of 55 miles per hour.
fun SpeedFn : El LengthMeasure -> El TimeDuration -> Ind FunctionQuantity ;
-- A flexible column made out of bones called
-- vertebrae. The main function of the SpinalColumn is to protect the
-- spinal cord.
fun SpinalColumn : Class ;
fun SpinalColumn_Class : SubClass SpinalColumn (both AnimalAnatomicalStructure Organ) ;
-- A SpokenHumanLanguage is a
-- HumanLanguage which has as its medium the human voice. It can also
-- berepresented visually through writing, although not all
-- SpokenHumanLanguages have a codified written form.
fun SpokenHumanLanguage : Class ;
fun SpokenHumanLanguage_Class : SubClass SpokenHumanLanguage HumanLanguage ;
-- Any ReproductiveBody of a NonFloweringPlant.
fun Spore : Class ;
fun Spore_Class : SubClass Spore (both PlantAnatomicalStructure ReproductiveBody) ;
-- A Game which requires some degree of physical
-- exercion from the participants of the game.
fun Sport : Class ;
fun Sport_Class : SubClass Sport Game ;
-- (SquareRootFn ?NUMBER) is the principal
-- square root of ?NUMBER.
fun SquareRootFn : El RealNumber -> Ind Number ;
-- The BodyPosition of being upright, i.e. being
-- fully extended and supported by nothing other than one's own feet.
fun Standing : Ind BodyPosition ;
-- Any Process where the PhysicalState
-- of part of the patient of the Process changes.
fun StateChange : Class ;
fun StateChange_Class : SubClass StateChange InternalChange ;
-- The class StateOfMind is distinguished from
-- its complement TraitAttribute by the fact that instances of the former are
-- transient while instances of the latter are persistent features of a creature's behavioral/psychological make_up.
fun StateOfMind : Class ;
fun StateOfMind_Class : SubClass StateOfMind PsychologicalAttribute ;
-- Administrative subdivisions of a
-- Nation that are broader than any other political subdivisions that
-- may exist. This Class includes the states of the United States, as
-- well as the provinces of Canada and European countries.
fun StateOrProvince : Class ;
fun StateOrProvince_Class : SubClass StateOrProvince (both GeopoliticalArea LandArea) ;
-- A WaterArea in which water does not flow
-- constantly or in the same direction, e.g. most lakes and ponds.
fun StaticWaterArea : Class ;
fun StaticWaterArea_Class : SubClass StaticWaterArea WaterArea ;
-- Instances of this Class commit the agent to some truth.
-- For example, John claimed that the moon is made of green cheese.
fun Stating : Class ;
fun Stating_Class : SubClass Stating LinguisticCommunication ;
-- A StationaryArtifact is an Artifact
-- that has a fixed spatial location. Most instances of this Class are
-- architectural works, e.g. the Eiffel Tower, the Great Pyramids, office towers,
-- single_family houses, etc.
fun StationaryArtifact : Class ;
fun StationaryArtifact_Class : SubClass StationaryArtifact Artifact ;
-- SI solid angle measure. Symbol: sr. It is
-- the solid angle of a sphere subtended by a portion of the surface whose
-- area is equal to the square of the sphere's radius. Another definition
-- is: the solid angle which, having its vertex in the center of the sphere,
-- cuts off an area of the surface of the sphere equal to that of a square
-- with sides of length equal to the radius of the sphere. Steradian =
-- m^2/m^2 = 1.
fun Steradian : Ind UnitOfAngularMeasure ;
-- A relatively narrow WaterArea where the
-- water flows constantly and in the same direction, e.g. a river, a stream,
-- etc.
fun StreamWaterArea : Class ;
fun StreamWaterArea_Class : SubClass StreamWaterArea (both FlowRegion WaterArea) ;
-- The class of ElementalSubstances that
-- are smaller than Atoms and compose Atoms.
fun SubatomicParticle : Class ;
fun SubatomicParticle_Class : SubClass SubatomicParticle ElementalSubstance ;
-- The Class of NormativeAttributes
-- which lack an objective criterion for their attribution, i.e. the attribution of
-- these Attributes varies from subject to subject and even with respect to the
-- same subject over time. This Class is, generally speaking, only used when
-- mapping external knowledge sources to the SUMO. If a term from such a knowledge
-- source seems to lack objective criteria for its attribution, it is assigned to
-- this Class.
fun SubjectiveAssessmentAttribute : Class ;
fun SubjectiveAssessmentAttribute_Class : SubClass SubjectiveAssessmentAttribute NormativeAttribute ;
-- An Object in which every part is similar to
-- every other in every relevant respect. More precisely, something is a
-- Substance when it has only arbitrary pieces as parts _ any parts have
-- properties which are similar to those of the whole. Note that a Substance
-- may nonetheless have physical properties that vary. For example, the
-- temperature, chemical constitution, density, etc. may change from one part
-- to another. An example would be a body of water.
fun Substance : Class ;
fun Substance_Class : SubClass Substance SelfConnectedObject ;
-- The Class of Transfers where one thing is
-- replaced with something else.
fun Substituting : Class ;
fun Substituting_Class : SubClass Substituting (both DualObjectProcess Transfer) ;
-- If ?NUMBER1 and ?NUMBER2 are Numbers,
-- then (SubtractionFn ?NUMBER1 ?NUMBER2) is the arithmetical difference
-- between ?NUMBER1 and ?NUMBER2, i.e. ?NUMBER1 minus ?NUMBER2. An
-- exception occurs when ?NUMBER1 is equal to 0, in which case
-- (SubtractionFn ?NUMBER1 ?NUMBER2) is the negation of ?NUMBER2.
fun SubtractionFn : El Quantity -> El Quantity -> Ind Quantity ;
-- A UnaryFunction that maps an Integer to
-- its successor, e.g. the successor of 5 is 6.
fun SuccessorFn : El Integer -> Ind Integer ;
-- A short Text that is a summary of another,
-- longer Text.
fun Summary : Class ;
fun Summary_Class : SubClass Summary Text ;
-- The Class of all calendar Sundays.
fun Sunday : Class ;
fun Sunday_Class : SubClass Sunday Day ;
-- Instances of this Class suppose, for the sake of
-- argument, that a proposition is true. For example, John considered what he
-- would do if he won the lottery.
fun Supposing : Class ;
fun Supposing_Class : SubClass Supposing LinguisticCommunication ;
-- Processes which involve altering
-- the properties that apply to the surface of an Object.
fun SurfaceChange : Class ;
fun SurfaceChange_Class : SubClass SurfaceChange InternalChange ;
-- Any TherapeuticProcess that involves making an
-- incision in the Animal that is the patient of the TherapeuticProcess.
fun Surgery : Class ;
fun Surgery_Class : SubClass Surgery TherapeuticProcess ;
-- A LiquidMixture where at least one of the
-- components of the Mixture is equally distributed throughout the Mixture
-- but is not dissolved in it.
fun Suspension : Class ;
fun Suspension_Class : SubClass Suspension LiquidMixture ;
-- Any deliberate and controlled BodyMotion
-- through water that is accomplished by an Organism.
fun Swimming : Class ;
fun Swimming_Class : SubClass Swimming BodyMotion ;
-- The Class of alphanumeric sequences.
fun SymbolicString : Class ;
fun SymbolicString_Class : SubClass SymbolicString ContentBearingObject ;
-- SymmetricAttribute is the class of
-- PositionalAttribute that hold between two items regardless of their
-- order or orientation.
fun SymmetricPositionalAttribute : Class ;
fun SymmetricPositionalAttribute_Class : SubClass SymmetricPositionalAttribute PositionalAttribute ;
-- Any Substance that is the result of an
-- IntentionalProcess, i.e. any substance that is created by Humans.
fun SyntheticSubstance : Class ;
def SyntheticSubstance = KappaFn Substance (\SUBSTANCE -> exists IntentionalProcess
(\PROCESS -> result (var IntentionalProcess Process ? PROCESS)
(var Substance Entity ? SUBSTANCE))) ;
-- The Class of Systeme
-- International (SI) units.
fun SystemeInternationalUnit : Class ;
fun SystemeInternationalUnit_Class : SubClass SystemeInternationalUnit UnitOfMeasure ;
-- The subclass of Perception in which
-- the sensing is done by Touching. Note that Touching need not involve
-- TactilePerception. For example, a person who has lost all sensation in
-- both of his legs would have no TactilePerception of anything his legs
-- were Touching.
fun TactilePerception : Class ;
fun TactilePerception_Class : SubClass TactilePerception Perception ;
-- (TangentFn ?DEGREE) is the tangent of the
-- PlaneAngleMeasure ?DEGREE. The tangent of ?DEGREE is the ratio of
-- the side opposite ?DEGREE to the side next to ?DEGREE in a right_angled
-- triangle.
fun TangentFn : El PlaneAngleMeasure -> Ind RealNumber ;
-- The Class of Attributes relating to
-- the taste of Objects.
fun TasteAttribute : Class ;
fun TasteAttribute_Class : SubClass TasteAttribute PerceptualAttribute ;
-- The subclass of Perception in which the
-- sensing is done by of an Organ which can discriminate various tastes.
fun Tasting : Class ;
fun Tasting_Class : SubClass Tasting Perception ;
-- Measures of temperature.
-- In scientific circles, the temperature of something is understood as the
-- average velocity of the atoms or molecules that make up the thing.
fun TemperatureMeasure : Class ;
fun TemperatureMeasure_Class : SubClass TemperatureMeasure ConstantQuantity ;
-- The basic Function for expressing
-- the composition of larger TimeIntervals out of smaller TimeIntervals.
-- For example, if ThisSeptember is an instance of September,
-- (TemporalCompositionFn ThisSeptember Day) denotes the Class of
-- consecutive days that make up ThisSeptember. Note that one can obtain
-- the number of instances of this Class by using the function CardinalityFn.
fun TemporalCompositionFn : El TimeInterval -> Desc TimeInterval -> Desc TimeInterval ;
-- A Residence which is strictly temporary,
-- i.e. where no one makes his/her home.
fun TemporaryResidence : Class ;
fun TemporaryResidence_Class : SubClass TemporaryResidence Residence ;
-- A UnaryFunction that maps a UnitOfMeasure
-- into a UnitOfMeasure that is equal to 1,000,000,000,000 units of the original
-- UnitOfMeasure. For example, (TeraFn Hertz) is 1,000,000,000,000 Hertz.
fun TeraFn : El UnitOfMeasure -> Ind UnitOfMeasure;
-- A UnaryFunction that maps a
-- GraphArc to the terminal node of the GraphArc. Note that this
-- is a partial function. In particular, the function is undefined
-- for GraphArcs that are not part of a DirectedGraph.
fun TerminalNodeFn : El GraphArc -> Ind GraphNode ;
-- OrganizationalProcesses where someone
-- ceases to be an employee of an Organization. Note that this covers being
-- laid off, being fired, and voluntarily leaving a job.
fun TerminatingEmployment : Class ;
fun TerminatingEmployment_Class : SubClass TerminatingEmployment LeavingAnOrganization ;
-- SI magnetic flux density measure. Symbol: T.
-- One Tesla equals one Weber per square Meter. Tesla = Wb/m^2 =
-- kg*s^(_2)*A^(_1).
fun Tesla : Ind CompositeUnitOfMeasure ;
-- A LinguisticExpression or set of
-- LinguisticExpressions that perform a specific function related
-- to Communication, e.g. express a discourse about a particular
-- topic, and that are inscribed in a CorpuscularObject by Humans.
fun Text : Class ;
fun Text_Class : SubClass Text (both Artifact (both ContentBearingObject LinguisticExpression)) ;
-- Any Attribute that characterizes the
-- texture of an Object.
fun TextureAttribute : Class ;
fun TextureAttribute_Class : SubClass TextureAttribute PerceptualAttribute ;
-- A Process that is carried out
-- for the purpose of curing, improving or reducing the pain associated
-- with a DiseaseOrSyndrome.
fun TherapeuticProcess : Class ;
fun TherapeuticProcess_Class : SubClass TherapeuticProcess Repairing ;
-- The class of GeometricFigures that
-- have position and an extension along three dimensions, viz. geometric solids
-- like polyhedrons and cylinders.
fun ThreeDimensionalFigure : Class ;
fun ThreeDimensionalFigure_Class : SubClass ThreeDimensionalFigure GeometricFigure ;
-- The Class of all calendar Thursdays.
fun Thursday : Class ;
fun Thursday_Class : SubClass Thursday Day ;
-- A UnaryConstantFunctionQuantity of continuous time. All instances of
-- this Class are returned by Functions that map a time quantity into
-- another ConstantQuantity such as temperature. For example, 'the
-- temperature at the top of the Empire State Building' is a
-- TimeDependentQuantity, since its value depends on the time.
fun TimeDependentQuantity : Class ;
fun TimeDependentQuantity_Class : SubClass TimeDependentQuantity UnaryConstantFunctionQuantity ;
-- Any measure of length of time,
-- with or without respect to the universal timeline.
fun TimeDuration : Class ;
fun TimeDuration_Class : SubClass TimeDuration TimeMeasure ;
-- An interval of time.
-- Note that a TimeInterval has both an extent and a location on the
-- universal timeline. Note too that a TimeInterval has no gaps,
-- i.e. this class contains only convex time intervals.
fun TimeInterval : Class ;
fun TimeInterval_Class : SubClass TimeInterval TimePosition ;
-- A BinaryFunction that takes two TimePoints
-- as arguments and returns the TimeInterval defined by these two TimePoints.
-- Note that the first TimePoint must occur earlier than the second TimePoint.
fun TimeIntervalFn : El TimePoint -> El TimePoint -> Ind TimeInterval ;
-- The class of temporal durations (instances
-- of TimeDuration) and positions of TimePoints and TimeIntervals along
-- the universal timeline (instances of TimePosition).
fun TimeMeasure : Class ;
fun TimeMeasure_Class : SubClass TimeMeasure ConstantQuantity ;
-- An extensionless point on
-- the universal timeline. The TimePoints at which Processes occur
-- can be known with various degrees of precision and approximation, but
-- conceptually TimePoints are point_like and not interval_like. That
-- is, it doesn't make sense to talk about how long a TimePoint
-- lasts.
fun TimePoint : Class ;
fun TimePoint_Class : SubClass TimePoint TimePosition ;
-- Any TimePoint or TimeInterval
-- along the universal timeline from NegativeInfinity to
-- PositiveInfinity.
fun TimePosition : Class ;
fun TimePosition_Class : SubClass TimePosition TimeMeasure ;
-- An Attribute which is used to specify coordinates
-- in which time measures are uniform, i.e. all time devices are synchronized to
-- the same TimePositions.
fun TimeZone : Class ;
fun TimeZone_Class : SubClass TimeZone RelationalAttribute ;
-- An aggregation of similarly specialized Cells
-- and the associated intercellular substance. Tissues are relatively
-- non_localized in comparison to BodyParts, Organs or Organ components.
-- The main features of Tissues are self_connectivity (see
-- SelfConnectedObject) and being a homogeneous mass (all parts in the
-- same granularity are instances of Tissue as well).
fun Tissue : Class ;
fun Tissue_Class : SubClass Tissue BodySubstance ;
-- Any Transfer where two Objects are
-- brought into immediate physical contact with one another.
fun Touching : Class ;
fun Touching_Class : SubClass Touching Transfer ;
-- Attributes that indicate the the
-- behavior/personality traits of an Organism.
fun TraitAttribute : Class ;
fun TraitAttribute_Class : SubClass TraitAttribute PsychologicalAttribute ;
-- The subclass of ChangeOfPossession where
-- something is exchanged for something else.
fun Transaction : Class ;
fun Transaction_Class : SubClass Transaction (both ChangeOfPossession DualObjectProcess) ;
-- Any instance of Translocation where the agent
-- and the patient are not the same thing.
fun Transfer : Class ;
fun Transfer_Class : SubClass Transfer Translocation ;
-- Transitway is the broadest class
-- of regions which may be passed through as a path in instances
-- of Translocation. Transitway includes land, air, and sea
-- regions, and it includes both natural and artificial transitways.
fun Transitway : Class ;
fun Transitway_Class : SubClass Transitway (both Region SelfConnectedObject) ;
-- Converting content from one Language into another.
-- This covers oral translation (i.e. interpreting) as well as written translation.
fun Translating : Class ;
fun Translating_Class : SubClass Translating (both ContentDevelopment DualObjectProcess) ;
-- Translocation is that class of Motions
-- in which an object moves from one place to another. In the case of round
-- trips, the origin and destination are the same, but the intervening
-- motion passes through other locations. Translocation represents linear
-- motion, in contrast to rotation or other movement in place. A vehicle is
-- not necessary, Ambulating is a kind of Translocation.
fun Translocation : Class ;
fun Translocation_Class : SubClass Translocation Motion ;
-- Motion from one point to another by means
-- of a TransportationDevice.
fun Transportation : Class ;
fun Transportation_Class : SubClass Transportation Translocation ;
-- A TransportationDevice is a Device
-- which serves as the instrument in a Transportation Process which carries
-- the patient of the Process from one point to another.
fun TransportationDevice : Class ;
fun TransportationDevice_Class : SubClass TransportationDevice Device ;
-- A Tree is a DirectedGraph that has no
-- GraphLoops.
fun Tree : Class ;
fun Tree_Class : SubClass Tree Graph ;
-- The TruthValue of being true.
fun True : Ind TruthValue ;
-- The Class of truth values, e.g. True and
-- False. These are Attributes of Sentences and Propositions.
fun TruthValue : Class ;
fun TruthValue_Class : SubClass TruthValue RelationalAttribute ;
-- The Class of all calendar Tuesdays.
fun Tuesday : Class ;
fun Tuesday_Class : SubClass Tuesday Day ;
-- Any two OneDimensionalFigures (i.e.
-- straight lines) meeting at a single GeometricPoint.
fun TwoDimensionalAngle : Class ;
fun TwoDimensionalAngle_Class : SubClass TwoDimensionalAngle OpenTwoDimensionalFigure ;
-- The class of GeometricFigures that
-- have position and an extension along two dimensions, viz. plane figures
-- like circles and polygons.
fun TwoDimensionalFigure : Class ;
fun TwoDimensionalFigure_Class : SubClass TwoDimensionalFigure GeometricFigure ;
-- A subclass of FunctionQuantity, instances of which are returned by
-- UnaryFunctions that map from one instance of the Class
-- ConstantQuantity to another instance of the Class
-- ConstantQuantity.
fun UnaryConstantFunctionQuantity : Class ;
fun UnaryConstantFunctionQuantity_Class : SubClass UnaryConstantFunctionQuantity FunctionQuantity ;
-- Attribute that applies to Organisms that
-- are unconscious. An Organism may be Unconscious because it is Dead
-- or because of a blow to the head, a drug, etc.
fun Unconscious : Ind ConsciousnessAttribute ;
-- The Class of Removing processes where the agent
-- uncovers the patient, either completely or only partially.
fun Uncovering : Class ;
fun Uncovering_Class : SubClass Uncovering Removing ;
-- The Attribute of a CognitiveAgent when
-- he/she is unemployed.
fun Unemployed : Ind SocialRole ;
-- Any instance of Detaching which results in
-- a situation where it is not the case that the agent grasps something
-- which he/she grasps previously.
fun Ungrasping : Class ;
fun Ungrasping_Class : SubClass Ungrasping Detaching ;
-- Any instance of Getting that is not part
-- of a Transaction. In other words, any instance of Getting where nothing
-- is given in return. Some examples of UnilateralGetting are: appropriating,
-- commandeering, stealing, etc.
fun UnilateralGetting : Class ;
fun UnilateralGetting_Class : SubClass UnilateralGetting Getting ;
-- Any instance of Giving that is not part
-- of a Transaction. In other words, any instance of Giving where nothing
-- is received in return. Some examples of UnilateralGiving are: honorary
-- awards, gifts, and financial grants.
fun UnilateralGiving : Class ;
fun UnilateralGiving_Class : SubClass UnilateralGiving Giving ;
-- The Attribute of Regions that are
-- unilluminated, i.e in which no shapes are visually discernable.
fun Unilluminated : Ind VisualAttribute ;
-- A BinaryFunction that maps two SetOrClasses to
-- the union of these SetOrClasses. An object is an element of the union
-- of two SetOrClasses just in case it is an instance of either SetOrClass.
fun UnionFn : El SetOrClass -> El SetOrClass -> Ind SetOrClass ;
-- A List in which no item appears more than once,
-- i.e. a List for which there are no distinct numbers ?NUMBER1 and ?NUMBER2
-- such that (ListOrderFn ?LIST ?NUMBER1) and (ListOrderFn ?LIST ?NUMBER2)
-- return the same value.
fun UniqueList : Class ;
fun UniqueList_Class : SubClass UniqueList List ;
-- UnitFn returns just the UnitOfMeasure of a PhysicalQuantity with an associated
-- UnitOfMeasure and RealNumber magnitude. For example, the unit of
-- the ConstantQuantity (MeasureFn 2 Kilometer) is the
-- UnitOfMeasure Kilometer.
fun UnitFn : El PhysicalQuantity -> Ind UnitOfMeasure ;
-- Every instance of this Class is a UnitOfMeasure that can be used
-- with MeasureFn to form instances of AngleMeasure.
fun UnitOfAngularMeasure : Class ;
fun UnitOfAngularMeasure_Class : SubClass UnitOfAngularMeasure NonCompositeUnitOfMeasure ;
-- Every instance of this Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of AreaMeasure.
fun UnitOfArea : Class ;
fun UnitOfArea_Class : SubClass UnitOfArea CompositeUnitOfMeasure ;
-- UnitOfAtmosphericPressure includes those instances of
-- UnitOfMeasure used to measure atmospheric pressure (barometricPressure),
-- e.g., InchMercury.
fun UnitOfAtmosphericPressure : Class ;
fun UnitOfAtmosphericPressure_Class : SubClass UnitOfAtmosphericPressure CompositeUnitOfMeasure ;
-- Every instance of this Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of CurrencyMeasure.
fun UnitOfCurrency : Class ;
fun UnitOfCurrency_Class : SubClass UnitOfCurrency NonCompositeUnitOfMeasure ;
-- Every instance of this Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of TimeDuration. Note that TimeDuration is a subclass of TimeMeasure.
fun UnitOfDuration : Class ;
fun UnitOfDuration_Class : SubClass UnitOfDuration NonCompositeUnitOfMeasure ;
-- Every instance of this
-- Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of FrequencyMeasure.
fun UnitOfFrequency : Class ;
fun UnitOfFrequency_Class : SubClass UnitOfFrequency CompositeUnitOfMeasure ;
-- Every instance of this
-- Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of InformationMeasure.
fun UnitOfInformation : Class ;
fun UnitOfInformation_Class : SubClass UnitOfInformation NonCompositeUnitOfMeasure ;
-- Every instance of this
-- Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of LengthMeasure.
fun UnitOfLength : Class ;
fun UnitOfLength_Class : SubClass UnitOfLength NonCompositeUnitOfMeasure ;
-- Every instance of this
-- Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of MassMeasure, which denote the amount of matter in
-- PhysicalObjects.
fun UnitOfMass : Class ;
fun UnitOfMass_Class : SubClass UnitOfMass NonCompositeUnitOfMeasure ;
-- A standard of measurement for some dimension.
-- For example, the Meter is a UnitOfMeasure for the dimension of length,
-- as is the Inch. There is no intrinsic property of a UnitOfMeasure that
-- makes it primitive or fundamental, rather, a system of units (e.g.
-- SystemeInternationalUnit) defines a set of orthogonal dimensions and
-- assigns units for each.
fun UnitOfMeasure : Class ;
fun UnitOfMeasure_Class : SubClass UnitOfMeasure PhysicalQuantity ;
-- Every instance of this Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of TemperatureMeasure.
fun UnitOfTemperature : Class ;
fun UnitOfTemperature_Class : SubClass UnitOfTemperature NonCompositeUnitOfMeasure ;
-- Every instance of this Class is a UnitOfMeasure that can be used with MeasureFn to form
-- instances of VolumeMeasure.
fun UnitOfVolume : Class ;
fun UnitOfVolume_Class : SubClass UnitOfVolume CompositeUnitOfMeasure ;
-- Unit of volume commonly used in the United Kingdom.
fun UnitedKingdomGallon : Ind UnitOfVolume ;
-- A currency measure. 1 UnitedStatesCent is equal to .01 UnitedStatesDollars.
fun UnitedStatesCent : Ind UnitOfCurrency ;
-- A currency measure.
fun UnitedStatesDollar : Ind UnitOfCurrency ;
-- Unit of volume commonly used in the United States.
fun UnitedStatesGallon : Ind UnitOfVolume ;
-- The ProbabilityAttribute of being improbable, i.e. more
-- likely than not to be False.
fun Unlikely : Ind ProbabilityAttribute ;
-- A DeductiveArgument which is valid, i.e. the set of premises in fact entails the conclusion.
fun ValidDeductiveArgument : Class ;
fun ValidDeductiveArgument_Class : SubClass ValidDeductiveArgument DeductiveArgument ;
-- Vehicle is the subclass of
-- TransportationDevices that transport passengers or goods
-- from one place to another by moving from one place to the other
-- with them, e.g., cars, trucks, ferries, and airplanes. Contrast
-- with devices such as pipelines, escalators, or supermarket
-- checkout belts, which carry items from one place to another by means
-- of a moving part, without the device removing from the origin to
-- the destination.
fun Vehicle : Class ;
fun Vehicle_Class : SubClass Vehicle TransportationDevice ;
-- Specifies the velocity of an object, i.e. the speed
-- and the direction of the speed. For example (VelocityFn (MeasureFn 55 Mile)
-- (MeasureFn 2 HourDuration) ?REFERENCE North) denotes the velocity of 55 miles
-- per hour North of the given reference point ?REFERENCE.
fun VelocityFn : El LengthMeasure -> El TimeDuration -> El Region -> El DirectionalAttribute -> Ind FunctionQuantity ;
-- One of the parts of speech. The Class of Words
-- that conventionally denote Processes.
fun Verb : Class ;
fun Verb_Class : SubClass Verb Word ;
-- A Phrase that has the same function as a Verb.
fun VerbPhrase : Class ;
fun VerbPhrase_Class : SubClass VerbPhrase Phrase ;
-- An Animal which has a spinal column.
fun Vertebrate : Class ;
def Vertebrate = KappaFn Animal (\VERT -> and (and (and (exists SpinalColumn (\SPINE -> component (var SpinalColumn CorpuscularObject ? SPINE)
(var Animal CorpuscularObject ? VERT)))
(forall NervousSystem (\S -> part (var NervousSystem Object ? S)
(var Animal Object ? VERT))))
(forall Skeleton (\SKELETON -> part (var Skeleton Object ? SKELETON)
(var Animal Object ? VERT))))
(forall Exoskeleton (\SKELETON -> part (var Exoskeleton Object ? SKELETON)
(var Animal Object ? VERT)))) ;
-- Attribute used to indicate that an Object
-- is positioned height_wise with respect to another Object.
fun Vertical : Ind PositionalAttribute ;
-- A Contest where one participant attempts to
-- physically injure another participant.
fun ViolentContest : Class ;
fun ViolentContest_Class : SubClass ViolentContest Contest ;
-- An Organism consisting of a core of a single
-- nucleic acid enclosed in a protective coat of protein. A virus may replicate
-- only inside a host living cell. A virus exhibits some but not all of the
-- usual characteristics of living things.
fun Virus : Class ;
fun Virus_Class : SubClass Virus Microorganism ;
-- The Class of visually discernible
-- properties.
fun VisualAttribute : Class ;
fun VisualAttribute_Class : SubClass VisualAttribute PerceptualAttribute ;
-- A Nutrient present in natural products or made
-- synthetically, which is essential in the diet of Humans and other higher
-- Animals. Included here are Vitamin precursors and provitamins.
fun Vitamin : Class ;
fun Vitamin_Class : SubClass Vitamin Nutrient ;
-- The vocal cords, are composed
-- of two folds of mucous membrane stretched horizontally across the
-- larynx. They vibrate, modulating the flow of air being expelled from the
-- lungs during Vocalizing.
fun VocalCords : Class ;
fun VocalCords_Class : SubClass VocalCords Organ ;
-- Any instance of RadiatingSound where the
-- instrument is the Human vocal cords. This covers grunts, screams,
-- roars, as well as Speaking.
fun Vocalizing : Class ;
fun Vocalizing_Class : SubClass Vocalizing (both BodyMotion RadiatingSound) ;
-- SI electric potential measure. Symbol: V. It is
-- the difference of electric potential between two points of a conducting
-- wire carrying a constant current of 1 Ampere, when the power dissipated
-- between these points is equal to 1 Watt. Volt = W/A =
-- m^2*kg*s^(_3)*A^(_1).
fun Volt : Ind CompositeUnitOfMeasure ;
-- Measures of the amount of space in three dimensions.
fun VolumeMeasure : Class ;
fun VolumeMeasure_Class : SubClass VolumeMeasure FunctionQuantity ;
-- Voting is the activity of voting in an
-- Election. Voting is typically done by individuals, while Elections
-- are conducted by Organizations. The voting process by an individual
-- voter is part of an Election process.
fun Voting : Class ;
fun Voting_Class : SubClass Voting Deciding ;
-- Ambulating relatively slowly, i.e. moving in such a
-- way that at least one foot is always in contact with the ground.
fun Walking : Class ;
fun Walking_Class : SubClass Walking Ambulating ;
-- A military confrontation between two or more
-- GeopoliticalAreas or Organizations whose members are GeopoliticalAreas.
-- As the corresponding axiom specifies, a War is made up of Battles.
fun War : Class ;
fun War_Class : SubClass War ViolentContest ;
-- Vertebrates whose body temperature
-- is internally regulated.
fun WarmBloodedVertebrate : Class ;
fun WarmBloodedVertebrate_Class : SubClass WarmBloodedVertebrate Vertebrate ;
-- A Contract that states the cirumstances
-- under which defects in the product will be corrected for no charge.
-- A Warranty is usually limited to a length of time that is specified
-- in the Warranty itself. A Warranty also includes information about
-- what is not covered and actions that invalidate the Warranty.
fun Warranty : Ind DeonticAttribute ;
-- The Class of samples of the compound H20. Note
-- that this Class covers both pure and impure Water.
fun Water : Class ;
fun Water_Class : SubClass Water CompoundSubstance ;
-- A body which is made up predominantly of water,
-- e.g. rivers, lakes, oceans, etc.
fun WaterArea : Class ;
fun WaterArea_Class : SubClass WaterArea GeographicArea ;
-- Any Cloud that is composed primarily of water vapor.
fun WaterCloud : Class ;
fun WaterCloud_Class : SubClass WaterCloud Cloud ;
-- Any LiquidMotion where the Liquid is Water.
fun WaterMotion : Class ;
fun WaterMotion_Class : SubClass WaterMotion LiquidMotion ;
-- SI power measure. Symbol: W. A UnitOfMeasure
-- that measures power, i.e. energy produced or expended divided by
-- TimeDuration. It is the power which gives rise to the production
-- of energy (or work) at the rate of one Joule per SecondDuration.
-- Watt = J/s = m^2*kg*s^(_3).
fun Watt : Ind CompositeUnitOfMeasure ;
-- A UnaryFunction that maps an Agent to a
-- CurrencyMeasure specifying the value of the property owned by the Agent.
-- Note that this Function is generally used in conjunction with the
-- Function PropertyFn, e.g. (WealthFn (PropertyFn BillGates)) would
-- return the monetary value of the sum of Bill Gates' holdings.
fun WealthFn : El Agent -> Ind CurrencyMeasure ;
-- The Class of Devices that are designed
-- primarily to damage or destroy Humans/Animals, StationaryArtifacts or
-- the places inhabited by Humans/Animals.
fun Weapon : Class ;
fun Weapon_Class : SubClass Weapon Device ;
-- WearableItem is the subclass of
-- Artifacts that are made to be worn on the body.
fun WearableItem : Class ;
fun WearableItem_Class : SubClass WearableItem Artifact ;
-- WeatherProcess is the broadest class of
-- processes that involve weather, including weather seasons (not to be confused
-- with instances of SeasonOfYear), weather systems, and short_term weather
-- events.
fun WeatherProcess : Class ;
fun WeatherProcess_Class : SubClass WeatherProcess Motion ;
-- SI magnetic flux measure. Symbol: Wb. It is the
-- magnetic flux which, linking a circuit of one turn, produces in it an
-- electromotive force of 1 Volt as it is reduced to zero at a uniform
-- rate in 1 SecondDuration. Weber = V*s = m^2*kg*s^(_2)*A^(_1).
fun Weber : Ind CompositeUnitOfMeasure ;
-- Any Declaring that leads to one person being
-- the spouse of another.
fun Wedding : Class ;
fun Wedding_Class : SubClass Wedding Declaring ;
-- The Class of all calendar Wednesdays.
fun Wednesday : Class ;
fun Wednesday_Class : SubClass Wednesday Day ;
-- The Class of all calendar weeks.
fun Week : Class ;
fun Week_Class : SubClass Week TimeInterval ;
-- Time unit. A week's duration is seven days.
fun WeekDuration : Ind UnitOfDuration ;
-- The compass direction of West.
fun West : Ind DirectionalAttribute ;
-- An Attribute which indicates that the
-- associated Object is fully saturated with a Liquid, i.e.
-- every part of the Object has a subpart which is a Liquid.
fun Wet : Ind SaturationAttribute ;
-- The Class of Processes where a Liquid is
-- added to an Object.
fun Wetting : Class ;
fun Wetting_Class : SubClass Wetting Putting ;
-- A UnaryFunction that maps an Object or
-- Process to the exact TimeInterval during which it exists. Note
-- that, for every TimePoint ?TIME outside of the TimeInterval
-- (WhenFn ?THING), (time ?THING ?TIME) does not hold.
fun WhenFn : El Physical -> Ind TimeInterval ;
-- Maps an Object and a TimePoint at which the Object exists to
-- the Region where the Object existed at that TimePoint.
fun WhereFn : El Physical -> El TimePoint -> Ind Region ;
-- The Attribute of being white in color.
fun White : Ind PrimaryColor ;
-- Any Motion of Air.
fun Wind : Class ;
fun Wind_Class : SubClass Wind GasMotion ;
-- The class of Female Humans.
fun Woman : Class ;
fun Woman_Class : SubClass Woman Human ;
-- A term of a Language that represents a concept.
fun Word : Class ;
fun Word_Class : SubClass Word LinguisticExpression ;
-- Long, narrow, soft_bodied Invertebrates.
fun Worm : Class ;
fun Worm_Class : SubClass Worm Invertebrate ;
-- A subclass of ContentDevelopment in which
-- content is converted from one form (e.g. uttered, written or represented
-- mentally) into a written form. Note that this class covers both
-- transcription and original creation of written Texts.
fun Writing : Class ;
fun Writing_Class : SubClass Writing ContentDevelopment ;
-- The Class of all calendar Years.
fun Year : Class ;
fun Year_Class : SubClass Year TimeInterval ;
-- Time unit. one calendar year. 1 year = 365 days = 31536000 seconds.
fun YearDuration : Ind UnitOfDuration ;
-- A UnaryFunction that maps a number to the corresponding calendar
-- Year. For example, (YearFn 1912) returns the Class containing just one instance,
-- the year of 1912. As might be expected, positive integers return years in the Common Era,
-- while negative integers return years in B.C.E. Note that this function returns a Class
-- as a value. The reason for this is that the related functions, viz. MonthFn, DayFn,
-- HourFn, MinuteFn, and SecondFn, are used to generate both specific TimeIntervals
-- and recurrent intervals, and the only way to do this is to make the domains and ranges of
-- these functions classes rather than individuals.
fun YearFn : El Integer -> Desc Year ;
-- The Attribute of being yellow in color.
fun Yellow : Ind PrimaryColor ;
-- (abstractCounterpart ?AB ?PHYS
-- relates a Physical entity to an Abstract one which is an idealized
-- model in some dimension of the Physical entity. For example, an
-- Abstract GraphNode could be stated to be the counterpart of an
-- actual Computer in a ComputerNetwork.
fun abstractCounterpart : El Abstract -> El Physical -> Formula ;
-- (acquaintance ?H1 ?H2) means that ?H1 has
-- met and knows something about ?H2, such as ?H2's name and appearance.
-- Statements made with this predicate should be temporally specified with
-- holdsDuring. Note that acquaintance is not symmetric. For the
-- symmetric version, see mutualAcquaintance.
fun acquaintance : El Human -> El Human -> Formula ;
-- Simply relates an Object to a ConstantQuantity
-- specifying the age of the Object.
fun age : El Object -> El TimeDuration -> Formula ;
-- (agent ?PROCESS ?AGENT) means that ?AGENT is
-- an active determinant, either animate or inanimate, of the Process
-- ?PROCESS, with or without voluntary intention. For example, Eve is an
-- agent in the following proposition: Eve bit an apple.
fun agent : El Process -> El Agent -> Formula ;
-- A TernaryPredicate that is
-- used to state the distance between the top of an Object and
-- another point that is below the top of the Object (often this
-- other point will be sea level). Note that this Predicate can be
-- used to specify, for example, the height of geographic features,
-- e.g. mountains, the altitude of aircraft, and the orbit of satellites
-- around the Earth.
fun altitude : El Physical -> El Physical -> El LengthMeasure -> Formula ;
-- The transitive closure of the parent predicate.
-- (ancestor ?DESCENDANT ?ANCESTOR) means that ?ANCESTOR is either the
-- parent of ?DESCENDANT or the parent of the parent of DESCENDANT or etc.
fun ancestor : El Organism -> El Organism -> Formula ;
-- (angleOfFigure ?ANGLE ?FIGURE) means that
-- the TwoDimensionalAngle ?ANGLE is part of the GeometricFigure ?FIGURE.
fun angleOfFigure : El GeometricFigure -> El GeometricFigure -> Formula ;
-- (angularMeasure ?ANGLE ?MEASURE) means that
-- the two_dimensional geometric angle ?ANGLE has the PlaneAngleMeasure of
-- ?MEASURE.
fun angularMeasure : El TwoDimensionalAngle -> El PlaneAngleMeasure -> Formula ;
-- This predicate indicates the value of a
-- GraphArc in a Graph. This could map to the length of a road in
-- a road network or the flow rate of a pipe in a plumbing system.
fun arcWeight : El GraphArc -> El Quantity -> Formula ;
-- (atomicNumber ?ELEMENT ?NUMBER) means that
-- the ElementalSubstance ?ELEMENT has the atomic number ?NUMBER. The
-- atomic number is the number of Protons in the nucleus of an Atom.
fun atomicNumber : Desc ElementalSubstance -> El PositiveInteger -> Formula ;
-- (attends ?DEMO ?PERSON) means that ?PERSON attends,
-- i.e. is a member of the audience, of the performance event ?DEMO.
fun attends : El Demonstrating -> El Human -> Formula ;
-- (attribute ?OBJECT ?PROPERTY) means that
-- ?PROPERTY is a Attribute of ?OBJECT. For example,
-- (attribute MyLittleRedWagon Red).
fun attribute : El Object -> El Attribute -> Formula ;
-- (authors ?AGENT ?TEXT) means that ?AGENT is
-- creatively responsible for ?TEXT. For example, Agatha Christie is
-- author of Murder_on_the_Orient_Express.
fun authors : El Agent -> Desc Text -> Formula ;
-- A partial function that relates a List to a
-- RealNumber, provided that the List only has list elements that are
-- RealNumbers. The RealNumber associated with the List is equal to the
-- mathematical average of the RealNumbers in the List divided by the total
-- number of list elements.
fun average : El List -> El RealNumber -> Formula ;
-- (barometricPressure ?AREA ?PRESSURE) means that the atmospheric
-- pressure measured at ?AREA is ?PRESSURE. Barometric pressure is
-- typically expressed in units of InchMercury or MmMercury. For
-- example, standard sea level pressure is 29.92 inches (760 mm) of mercury:
-- (barometricPressure SeaLevel (MeasureFn 29.92 InchMercury)).
fun barometricPressure : El Object -> El UnitOfAtmosphericPressure -> Formula ;
-- (before ?POINT1 ?POINT2) means that ?POINT1
-- precedes ?POINT2 on the universal timeline.
fun before : El TimePoint -> El TimePoint -> Formula ;
-- (beforeOrEqual ?POINT1 ?POINT2) means that ?POINT1
-- is identical with ?POINT2 or occurs before it on the universal timeline.
fun beforeOrEqual : El TimePoint -> El TimePoint -> Formula ;
-- The epistemic predicate of belief. (believes ?AGENT ?FORMULA) means
-- that ?AGENT believes the proposition expressed by ?FORMULA.
fun believes : El CognitiveAgent -> Formula -> Formula ;
-- (between ?OBJ1 ?OBJ2 ?OBJ3) means that ?OBJ2 is
-- spatially located between ?OBJ1 and ?OBJ3. Note that this implies that
-- ?OBJ2 is directly between ?OBJ1 and ?OBJ3, i.e. the projections of ?OBJ1
-- and ?OBJ3 overlap with ?OBJ2.
fun between : El Object -> El Object -> El Object -> Formula ;
-- The temperature at which a PureSubstance changes
-- state from a Liquid to a Gas.
fun boilingPoint : Desc PureSubstance -> El TemperatureMeasure -> Formula ;
-- (bottom ?BOTTOM ?OBJECT) holds if ?BOTTOM is the
-- lowest or deepest maximal superficial part of ?OBJECT.
fun bottom : El SelfConnectedObject -> El SelfConnectedObject -> Formula ;
-- The general relationship of being a brother.
-- (brother ?MAN ?PERSON) means that ?MAN is the brother of ?PERSON.
fun brother : El Man -> El Human -> Formula ;
-- The causation relation between instances of Process.
-- (causes ?PROCESS1 ?PROCESS2) means that the instance of Process ?PROCESS1
-- brings about the instance of Process ?PROCESS2.
fun causes : El Process -> El Process -> Formula ;
-- (causesProposition ?FORMULA1 ?FORMULA2) means
-- that the state of affairs described by ?FORMULA1
-- causes, or mechanistically brings about, the state of affairs
-- described by ?FORMULA2. Note that unlike entails, the time
-- during which ?FORMULA2 holds cannot precede the time during which
-- ?FORMULA1 holds, although ?FORMULA1 and ?FORMULA2 can hold
-- simultaneously. Note, also, that causesProposition is a
-- predicate, not a truth function. The following rule
-- (contraposition) does not hold: (=> (causesProp ?FORMULA1
-- ?FORMULA2) (causesProp (not ?FORMULA2) (not ?FORMULA1))).
fun causesProposition : Formula -> Formula -> Formula ;
-- The causation relation between subclasses of Process.
-- (causesSubclass ?PROCESS1 ?PROCESS2) means that the subclass of Process ?PROCESS1
-- brings about the subclass of Process ?PROCESS2, e.g. (causesSubclass Killing
-- Death).
fun causesSubclass : Desc Process -> Desc Process -> Formula ;
-- (citizen ?PERSON ?NATION) means that the
-- Human ?PERSON is a citizen of Nation ?NATION.
fun citizen : El Human -> El Nation -> Formula ;
-- (completelyFills ?OBJ ?HOLE)
-- means that some part of the Object ?OBJ fills the Hole ?HOLE.
-- Note that if (completelyFills ?OBJ1 ?HOLE) and (part ?OBJ1 ?OBJ2),
-- then (completelyFills ?OBJ2 ?HOLE). A complete filler of (a part of) a hole
-- is connected with everything with which (that part of) the hole itself is connected.
-- A perfect filler of (a part of) a hole completely fills every proper
-- part of (that part of) that hole.
fun completelyFills : El Object -> El Hole -> Formula ;
-- A specialized common sense notion of part
-- for heterogeneous parts of complexes. (component ?COMPONENT ?WHOLE)
-- means that ?COMPONENT is a component of ?WHOLE. Examples of component
-- include the doors and walls of a house, the states or provinces of a
-- country, or the limbs and organs of an animal. Compare piece, which
-- is also a subrelation of part.
fun component : El CorpuscularObject -> El CorpuscularObject -> Formula ;
-- (conclusion ?ARGUMENT ?PROPOSITION) means that
-- the Proposition ?PROPOSITION is the conclusion explicitly drawn from the
-- Argument ?ARGUMENT. Note that it may or may not be the case that ?ARGUMENT
-- entails ?PROPOSITION.
fun conclusion : El Argument -> El Proposition -> Formula ;
-- One of the basic ProbabilityRelations.
-- conditionalProbability is used to state the numeric value of a conditional
-- probability. (conditionalProbability ?FORMULA1 ?FORMULA2 ?NUMBER) means
-- that the probability of ?FORMULA2 being true given that ?FORMULA1 is true is
-- ?NUMBER.
fun conditionalProbability : Formula -> Formula -> El RealNumber -> Formula ;
-- Expresses the relationship between a Formula,
-- an Entity, and an ObjectiveNorm when the Entity brings it about that
-- the Formula has the ObjectiveNorm.
fun confersNorm : El Entity -> Formula -> El ObjectiveNorm -> Formula ;
-- Expresses the relationship between a
-- a Formula, an Entity, and a CognitiveAgent when the Entity
-- obligates the CognitiveAgent to bring it about that the Formula is true.
fun confersObligation : Formula -> El Entity -> El CognitiveAgent -> Formula ;
-- Expresses the relationship between a Formula,
-- an Entity, and a CognitiveAgent when the Entity authorizes the
-- CognitiveAgent to bring it about that the Formula is true.
fun confersRight : Formula -> El Entity -> El CognitiveAgent -> Formula ;
-- (connected ?OBJ1 ?OBJ2) means that ?OBJ1
-- meetsSpatially ?OBJ2 or that ?OBJ1 overlapsSpatially ?OBJ2.
fun connected : El Object -> El Object -> Formula ;
-- This is the most general
-- connection relation between EngineeringComponents. If
-- (connectedEngineeringComponents ?COMP1 ?COMP2), then neither ?COMP1 nor
-- ?COMP2 can be an engineeringSubcomponent of the other. The relation
-- connectedEngineeringComponents is a SymmetricRelation, there is no
-- information in the direction of connection between two components. It is
-- also an IrreflexiveRelation, no EngineeringComponent bears this relation
-- to itself. Note that this relation does not associate a name or type
-- with the connection.
fun connectedEngineeringComponents : El EngineeringComponent -> El EngineeringComponent -> Formula ;
-- The relationship between three things, when one of
-- the three things connects the other two. More formally, (connects ?OBJ1 ?OBJ2 ?OBJ3)
-- means that (connected ?OBJ1 ?OBJ2) and (connected ?OBJ1 ?OBJ3)
-- and not (connected ?OBJ2 ?OBJ3).
fun connects : El SelfConnectedObject -> El SelfConnectedObject -> El SelfConnectedObject -> Formula ;
-- connectsEngineeringComponents
-- is a TernaryPredicate that maps from an EngineeringConnection to the
-- EngineeringComponents it connects. Since EngineeringComponents cannot
-- be connected to themselves and there cannot be an EngineeringConnection
-- without a connectedEngineeringComponents Predicate, the second and third
-- arguments of any connectsEngineeringComponents relationship will always be
-- distinct for any given first argument.
fun connectsEngineeringComponents : El EngineeringComponent -> El EngineeringComponent -> El SelfConnectedObject -> Formula ;
-- (considers ?AGENT ?FORMULA) means that ?AGENT considers or wonders
-- about the truth of the proposition expressed by ?FORMULA.
fun considers : El CognitiveAgent -> Formula -> Formula ;
-- (consistent ?PROP1 ?PROP2) means that the two
-- Propositions ?PROP1 and ?PROP2 are consistent with one another, i.e. it
-- is possible for both of them to be true at the same time.
fun consistent : El Proposition -> El Proposition -> Formula ;
-- The relation of spatial containment for two
-- separable objects. When the two objects are not separable (e.g. an
-- automobile and one of its seats), the relation of part should be used.
-- (contains ?OBJ1 ?OBJ2) means that the SelfConnectedObject ?OBJ1 has
-- a space (i.e. a Hole) which is at least partially filled by ?OBJ2.
fun contains : El SelfConnectedObject -> El Object -> Formula ;
-- A subrelation of represents. This
-- predicate relates a ContentBearingPhysical to the Proposition that is
-- expressed by the ContentBearingPhysical. Examples include the relationships
-- between a physical novel and its story and between a printed score and its
-- musical content.
fun containsInformation : El ContentBearingPhysical -> El Proposition -> Formula ;
-- A contraryAttribute is a set of Attributes
-- such that something can not simultaneously have more than one of these Attributes.
-- For example, (contraryAttribute Pliable Rigid) means that nothing can be both
-- Pliable and Rigid.
fun contraryAttribute : [El Attribute] -> Formula ;
-- (cooccur ?THING1 ?THING2) means that the
-- Object or Process ?THING1 occurs at the same time as, together with,
-- or jointly with the Object or Process ?THING2. This covers the
-- following temporal relations: is co_incident with, is concurrent with,
-- is contemporaneous with, and is concomitant with.
fun cooccur : El Physical -> El Physical -> Formula ;
-- relates an Object to an exact copy of the
-- Object, where an exact copy is indistinguishable from the original
-- with regard to every property except (possibly) spatial and/or temporal
-- location.
fun copy : El Object -> El Object -> Formula ;
-- (crosses ?OBJ1 ?OBJ2) means that Object ?OBJ1
-- traverses Object ?OBJ2, without being connected to it.
fun crosses : El Object -> El Object -> Formula ;
-- A BinaryPredicate that specifies a
-- TimePosition in absolute calendar time, at the resolution
-- of one day, for a particular Object or Process.
fun date : El Physical -> El Day -> Formula ;
-- The general relationship of daughterhood.
-- (daughter ?CHILD ?PARENT) means that ?CHILD is
-- the biological daughter of ?PARENT.
fun daughter : El Organism -> El Organism -> Formula ;
-- One of the basic ProbabilityRelations.
-- (decreasesLikelihood ?FORMULA1 ?FORMULA2) means that ?FORMULA2 is less
-- likely to be true if ?FORMULA1 is true.
fun decreasesLikelihood : Formula -> Formula -> Formula ;
-- Expresses the relationship between an
-- Entity, a Formula, and an ObjectiveNorm when the Entity
-- brings it about that the Formula does not have the ObjectiveNorm.
fun deprivesNorm : El Entity -> Formula -> El ObjectiveNorm -> Formula ;
-- A TernaryPredicate that is
-- used to state the distance between the top of an Object and
-- another point that is above the top of the Object (often this
-- other point will be sea level). Note that this Predicate can be
-- used to specify, for example, the depth of marine life or submarines,
-- for example.
fun depth : El Physical -> El Physical -> El LengthMeasure -> Formula ;
-- (desires ?AGENT ?FORMULA) means that ?AGENT wants
-- to bring about the state of affairs expressed by ?FORMULA. Note that there
-- is no implication that what is desired by the agent is not already true.
-- Note too that desires is distinguished from wants only in that the former
-- is a PropositionalAttitude, while wants is an ObjectAttitude.
fun desires : El CognitiveAgent -> Formula -> Formula ;
-- (destination ?PROCESS ?GOAL) means that
-- ?GOAL is the target or goal of the Process ?PROCESS. For example,
-- Danbury would be the destination in the following proposition: Bob went
-- to Danbury. Note that this is a very general CaseRole and, in
-- particular, that it covers the concepts of 'recipient' and 'beneficiary'.
-- Thus, John would be the destination in the following proposition:
-- Tom gave a book to John.
fun destination : El Process -> El Entity -> Formula ;
-- (developmentalForm ?OBJECT ?FORM)
-- means that ?FORM is an earlier stage in the individual maturation of
-- ?OBJECT. For example, tadpole and caterpillar are developmentalForms
-- of frogs and butterflies, respectively.
fun developmentalForm : El OrganicObject -> El DevelopmentalAttribute -> Formula ;
-- (diameter ?CIRCLE ?LENGTH) means that the diameter
-- of the Circle ?CIRCLE has a length of ?LENGTH.
fun diameter : El Circle -> El LengthMeasure -> Formula ;
-- (direction ?PROC ?ATTR) means that the
-- Process ?PROC is moving in the direction ?ATTR. For example, one
-- would use this Predicate to represent the fact that Max is moving
-- North.
fun direction : El Process -> El DirectionalAttribute -> Formula ;
-- Classes are disjoint only if they share no
-- instances, i.e. just in case the result of applying IntersectionFn to
-- them is empty.
fun disjoint : El SetOrClass -> El SetOrClass -> Formula ;
-- A disjointDecomposition of a Class
-- C is a set of subclasses of C that are mutually disjoint.
fun disjointDecomposition : Class -> [Class] -> Formula ;
-- (distance ?OBJ1 ?OBJ2 ?QUANT) means that the
-- shortest distance between the two objects ?OBJ1 and ?OBJ2 is ?QUANT. Note
-- that the difference between the predicates length and distance is that
-- the length is used to state the LengthMeasure of one of the dimensions of
-- a single object, while distance is used to state the LengthMeasure that
-- separates two distinct objects.
fun distance : El Physical -> El Physical -> El LengthMeasure -> Formula ;
-- A relation between objects
-- in the domain of discourse and strings of natural language text stated in
-- a particular HumanLanguage. The domain of documentation is not
-- constants (names), but the objects themselves. This means that one does
-- not quote the names when associating them with their documentation.
fun documentation : El Entity -> El HumanLanguage -> El SymbolicString -> Formula ;
-- (duration ?POS ?TIME) means that the
-- duration of the TimePosition ?POS is ?TIME. Note that this
-- Predicate can be used in conjunction with the Function WhenFn
-- to specify the duration of any instance of Physical.
fun duration : El TimeInterval -> El TimeDuration -> Formula ;
-- (during ?INTERVAL1 ?INTERVAL2) means that
-- ?INTERVAL1 starts after and ends before ?INTERVAL2.
fun during : El TimeInterval -> El TimeInterval -> Formula ;
-- (earlier ?INTERVAL1 ?INTERVAL2) means that
-- the TimeInterval ?INTERVAL1 ends before the TimeInterval ?INTERVAL2
-- begins.
fun earlier : El TimeInterval -> El TimeInterval -> Formula ;
-- (editor ?AGENT ?TEXT) means that ?AGENT is
-- an editor of ?TEXT.
fun editor : El Agent -> Desc Text -> Formula ;
-- (element ?ENTITY ?SET) is true just in case
-- ?ENTITY is contained in the Set ?SET. An Entity can be an element
-- of another Entity only if the latter is a Set.
fun element : El Entity -> El Set -> Formula ;
-- (employs ?ORG ?PERSON) means that ?ORG has
-- hired ?PERSON and currently retains ?PERSON, on a salaried, hourly
-- or contractual basis, to provide services in exchange for monetary
-- compensation.
fun employs : El Organization -> El CognitiveAgent -> Formula ;
-- (engineeringSubcomponent ?SUB ?SUPER)
-- means that the EngineeringComponent ?SUB is structurally a
-- properPart of ?SUPER. This relation is an AsymmetricRelation, since
-- two EngineeringComponents cannot be subcomponents of each other.
fun engineeringSubcomponent : El EngineeringComponent -> El EngineeringComponent -> Formula ;
-- The operator of logical entailment. (entails ?FORMULA1 ?FORMULA2)
-- means that ?FORMULA2 can be derived from ?FORMULA1
-- by means of the proof theory of SUO_KIF.
fun entails : Formula -> Formula -> Formula ;
-- (equal ?ENTITY1 ?ENTITY2) is true just in case
-- ?ENTITY1 is identical with ?ENTITY2.
fun equal : El Entity -> El Entity -> Formula ;
-- A binary predicate that relates two subclasses of ContentBearingObject.
-- (equivalentContentClass ?CLASS1 ?CLASS2) means that the content expressed by
-- each instance of ?CLASS1 is also expressed by each instance of ?CLASS2,
-- and vice versa. An example would be the relationship between English and Russian
-- editions of Agatha Christie's 'Murder on the Orient Express'. Note that
-- (equivalentContentClass ?CLASS1 ?CLASS2) implies
-- (subsumesContentClass ?CLASS1 ?CLASS2) and (subsumesContentClass ?CLASS2 ?CLASS1).
fun equivalentContentClass : Desc ContentBearingObject -> Desc ContentBearingObject -> Formula ;
-- A BinaryPredicate relating two
-- instances of ContentBearingObject. (equivalentContentInstance ?OBJ1 ?OBJ2)
-- means that the content expressed by ?OBJ1 is identical to
-- the content expressed by ?OBJ2. An example would be the relationship
-- between a handwritten draft of a letter to one's lawyer and a typed
-- copy of the same letter. Note that (equivalentContentInstance ?OBJ1 ?OBJ2)
-- implies (subsumesContentInstance ?OBJ1 ?OBJ2) and
-- (subsumesContentInstance ?OBJ2 ?OBJ2).
fun equivalentContentInstance : El ContentBearingObject -> El ContentBearingObject -> Formula ;
-- The actual, minimal location of an Object.
-- This is a subrelation of the more general Predicate located.
fun exactlyLocated : El Physical -> El Object -> Formula ;
-- This predicate relates a Class to a
-- set of Attributes, and it means that the elements of this set exhaust the
-- instances of the Class. For example, (exhaustiveAttribute PhysicalState
-- Solid Fluid Liquid Gas Plasma) means that there are only five instances of
-- the class PhysicalState, viz. Solid, Fluid, Liquid, Gas and Plasma.
fun exhaustiveAttribute : Desc Attribute -> [El Attribute] -> Formula ;
-- An exhaustiveDecomposition of a
-- Class C is a set of subclasses of C such that every instance of C is an
-- instance of one of the subclasses in the set. Note: this does not necessarily
-- mean that the elements of the set are disjoint (see partition _ a partition
-- is a disjoint exhaustive decomposition).
fun exhaustiveDecomposition : Class -> [Class] -> Formula ;
-- (experiencer ?PROCESS ?AGENT) means
-- that ?AGENT experiences the Process ?PROCESS. For example, Yojo
-- is the experiencer of seeing in the following proposition: Yojo
-- sees the fish. Note that experiencer, unlike agent, does
-- not entail a causal relation between its arguments.
fun experiencer : El Process -> El Entity -> Formula ;
-- (exploits ?OBJ ?AGENT) means that ?OBJ is used
-- by ?AGENT as a resource in an unspecified instance of Process. This
-- Predicate, as its corresponding axiom indicates, is a composition of the
-- relations agent and resource.
fun exploits : El Object -> El Agent -> Formula ;
-- (expressedInLanguage ?EXPRESS ?LANG) means that the
-- LinguisticExpression ?EXPRESS is part of the Language ?LANG.
fun expressedInLanguage : El LinguisticExpression -> El Language -> Formula ;
-- (faces ?OBJ ?DIRECTION) means that the front of
-- ?OBJ (see FrontFn) is positioned towards the compass direction ?DIRECTION.
-- More precisely, it means that if a line were extended from the center of
-- ?DIRECTION, the line would intersect with the front of ?OBJ before it
-- intersected with its back (see BackFn).
fun faces : El Object -> El DirectionalAttribute -> Formula ;
-- A very general Predicate for biological
-- relationships. (familyRelation ?ORGANISM1 ?ORGANISM2) means that
-- ?ORGANISM1 and ?ORGANISM2 are biologically derived from a common ancestor.
fun familyRelation : El Organism -> El Organism -> Formula ;
-- The general relationship of fatherhood.
-- (father ?CHILD ?FATHER) means that ?FATHER is the biological father of ?CHILD.
fun father : El Organism -> El Organism -> Formula ;
-- Holes can be filled. (fills ?OBJ ?HOLE)
-- means that the Object ?OBJ fills the Hole ?HOLE. Note that
-- fills here means perfectly filled. Perfect fillers and fillable entities have no parts in common (rather,
-- they may occupy the same spatial region).
fun fills : El Object -> El Hole -> Formula ;
-- (finishes ?INTERVAL1 ?INTERVAL2) means that
-- ?INTERVAL1 and ?INTERVAL2 are both TimeIntervals that have the same
-- ending TimePoint and that ?INTERVAL2 begins before ?INTERVAL1.
fun finishes : El TimeInterval -> El TimeInterval -> Formula ;
-- (frequency ?PROC ?TIME) means that the
-- Process type of ?PROC recurs after every interval of ?TIME.
fun frequency : Desc Process -> El TimeDuration -> Formula ;
-- (geographicSubregion ?PART ?WHOLE) means that the GeographicArea ?PART is
-- part of the GeographicArea ?WHOLE.
fun geographicSubregion : El GeographicArea -> El GeographicArea -> Formula ;
-- (geometricDistance ?POINT1 ?POINT2 ?LENGTH)
-- means that ?LENGTH is the distance between the two
-- GeometricPoints ?POINT1 and ?POINT2.
fun geometricDistance : El GeometricPoint -> El GeometricPoint -> El LengthMeasure -> Formula ;
-- (geometricPart ?PART ?WHOLE) means that the
-- GeometricFigure ?PART is part of the GeometricFigure ?WHOLE.
fun geometricPart : El GeometricFigure -> El GeometricFigure -> Formula ;
-- (geopoliticalSubdivision ?AREA1 ?AREA2) means that ?AREA1 is any
-- geopolitical part of ?AREA2, that is, ?AREA1 is
-- an integral geographicSubregion of ?AREA2 (not a DependencyOrSpecialSovereigntyArea),
-- having its own associated GovernmentOrganization which is subordinated to or constrained by
-- the government of ?AREA2. Cf. dependentGeopoliticalArea.
fun geopoliticalSubdivision : El GeopoliticalArea -> El GeopoliticalArea -> Formula ;
-- (graphMeasure ?GRAPH ?MEAS) fixes a
-- UnitOfMeasure that is used for the arcWeight of a given Graph. Stating
-- such a relationship entails that the components of given graph are the
-- abstractCounterparts of sets of Physical Entity(ies).
fun graphMeasure : El Graph -> El UnitOfMeasure -> Formula ;
-- A basic relation for Graphs and their
-- parts. (graphPart ?PART ?GRAPH) means that ?PART is a GraphArc
-- or GraphNode of the Graph ?GRAPH.
fun graphPart : El GraphElement -> El Graph -> Formula ;
-- The state of grasping an Object. (grasps ?ANIMAL ?OBJ) means
-- that the Animal ?ANIMAL is intentionally holding
-- on to the Object ?OBJ.
fun grasps : El Animal -> El Object -> Formula ;
-- (greaterThan ?NUMBER1 ?NUMBER2) is true
-- just in case the Quantity ?NUMBER1 is greater than the Quantity
-- ?NUMBER2.
fun greaterThan : El Quantity -> El Quantity -> Formula ;
-- (greaterThanByQuality ?ENTITY1 ?ENTITY2 ?ATT) means that
-- ?ENTITY1 has more of the given quality ?ATT than ?ENTITY2
fun greaterThanByQuality : El Entity -> El Entity -> El Attribute -> Formula ;
-- (greaterThanOrEqualTo ?NUMBER1
-- ?NUMBER2) is true just in case the Quantity ?NUMBER1 is greater
-- than the Quantity ?NUMBER2.
fun greaterThanOrEqualTo : El Quantity -> El Quantity -> Formula ;
-- This Predicate expresses the concept of a
-- conventional goal, i.e. a goal with a neutralized agent's intention.
-- Accordingly, (hasPurpose ?THING ?FORMULA) means that the instance of
-- Physical ?THING has, as its purpose, the Proposition expressed by
-- ?FORMULA. Note that there is an important difference in meaning between
-- the Predicates hasPurpose and result. Although the second argument
-- of the latter can satisfy the second argument of the former,
-- a conventional goal is an expected and desired outcome, while a result
-- may be neither expected nor desired. For example, a machine process may
-- have outcomes but no goals, aimless wandering may have an outcome but no
-- goal, a learning process may have goals with no outcomes, and so on.
fun hasPurpose : El Physical -> Formula -> Formula ;
-- Expresses a cognitive attitude of an
-- agent with respect to a particular instance of Physical. More precisely,
-- (hasPurposeForAgent ?THING ?FORMULA ?AGENT) means that the purpose of
-- ?THING for ?AGENT is the proposition expressed by ?FORMULA. Very complex
-- issues are involved here. In particular, the rules of inference of the
-- first order predicate calculus are not truth_preserving for the second
-- argument position of this Predicate.
fun hasPurposeForAgent : El Physical -> Formula -> El CognitiveAgent -> Formula ;
-- Similar to the capability Predicate
-- with the additional restriction that the ability be practised/
-- demonstrated to some measurable degree.
fun hasSkill : Desc Process -> El Agent -> Formula ;
-- The height of an Object is the distance between
-- its top and its bottom.
fun height : El SelfConnectedObject -> El LengthMeasure -> Formula ;
-- (holdsDuring ?TIME ?FORMULA) means that the
-- proposition denoted by ?FORMULA is true in the time frame ?TIME. Note
-- that this implies that ?FORMULA is true at every TimePoint which is a
-- temporalPart of ?TIME.
fun holdsDuring : El TimePosition -> Formula -> Formula ;
-- Expresses a relationship between a
-- Formula and a CognitiveAgent whereby the CognitiveAgent has
-- the obligation to bring it about that the Formula is true.
fun holdsObligation : Formula -> El CognitiveAgent -> Formula ;
-- Expresses a relationship between a Formula
-- and a CognitiveAgent whereby the CognitiveAgent has the right to
-- bring it about that the Formula is true.
fun holdsRight : Formula -> El CognitiveAgent -> Formula ;
-- (hole ?HOLE ?OBJ) means that ?HOLE is a
-- Hole in ?OBJ. A Hole is a fillable body located at the
-- surface an Object.
fun hole : El Hole -> El SelfConnectedObject -> Formula ;
-- The relation between a Human and a PermanentResidence
-- of the Human.
fun home : El Human -> El PermanentResidence -> Formula ;
-- (husband ?MAN ?WOMAN) means that ?MAN is the
-- husband of ?WOMAN.
fun husband : El Man -> El Woman -> Formula ;
-- (identicalListItems ?LIST1 ?LIST2)
-- means that ?LIST1 and ?LIST2 have exactly the same items in their
-- respective lists. Although ?LIST1 and ?LIST2 are required to share
-- exactly the same items, they may order these items differently.
fun identicalListItems : El List -> El List -> Formula ;
-- A SetOrClass ?CLASS1 is an immediateSubclass
-- of another SetOrClass ?CLASS2 just in case ?CLASS1 is a subclass of ?CLASS2 and
-- there is no other subclass of ?CLASS2 such that ?CLASS1 is also a subclass of it.
fun immediateSubclass : El SetOrClass -> El SetOrClass -> Formula ;
-- The analog of element and instance for Lists.
-- (inList ?OBJ ?LIST) means that ?OBJ is in the List ?LIST. For example,
-- (inList Tuesday (ListFn Monday Tuesday Wednesday)) would be true.
fun inList : El Entity -> El List -> Formula ;
-- A very general Predicate.
-- (inScopeOfInterest ?AGENT ?ENTITY) means that ?ENTITY is within the
-- scope of interest of ?AGENT. Note that the interest indicated can be
-- either positive or negative, i.e. the ?AGENT can have an interest in
-- avoiding or promoting ?ENTITY.
fun inScopeOfInterest : El CognitiveAgent -> El Entity -> Formula ;
-- One of the basic ProbabilityRelations.
-- (increasesLikelihood ?FORMULA1 ?FORMULA2) means that ?FORMULA2 is more
-- likely to be true if ?FORMULA1 is true.
fun increasesLikelihood : Formula -> Formula -> Formula ;
-- One of the basic ProbabilityRelations.
-- (independentProbability ?FORMULA1 ?FORMULA2) means that the probabilities of
-- ?FORMULA1 and ?FORMULA2 being true are independent.
fun independentProbability : Formula -> Formula -> Formula ;
-- A very basic notion of living within something
-- else. (inhabits ?ORGANISM ?OBJECT) means that ?OBJECT is the residence
-- (either permanent or temporary), nest, etc. of ?ORGANISM.
fun inhabits : El Organism -> El Object -> Formula ;
-- A very general Predicate. (inhibits ?PROC1 ?PROC2) means
-- that the Process ?PROC1 inhibits or hinders
-- the occurrence of the Process ?PROC2. For example, obstructing an
-- object inhibits moving it. Note that this is a relation between types
-- of Processes, not between instances.
fun inhibits : Desc Process -> Desc Process -> Formula ;
-- (instrument ?EVENT ?TOOL) means that ?TOOL
-- is used by an agent in bringing about ?EVENT and that ?TOOL is not
-- changed by ?EVENT. For example, the key is an instrument in the
-- following proposition: The key opened the door. Note that instrument
-- and resource cannot be satisfied by the same ordered pair.
fun instrument : El Process -> El Object -> Formula ;
-- (interiorPart ?OBJ1 ?OBJ2) means
-- that ?OBJ1 is part ?OBJ2 and there is no overlap between ?OBJ1 and
-- any superficialPart ?OBJ2.
fun interiorPart : El Object -> El Object -> Formula ;
-- (involvedInEvent ?EVENT ?THING) means
-- that in the Process ?EVENT, the Entity ?THING plays some CaseRole.
fun involvedInEvent : El Process -> El Entity -> Formula ;
-- The epistemic predicate of knowing. (knows
-- ?AGENT ?FORMULA) means that ?AGENT knows the proposition expressed by
-- ?FORMULA. Note that knows entails conscious awareness, so this
-- Predicate cannot be used to express tacit or subconscious or
-- unconscious knowledge.
fun knows : El CognitiveAgent -> Formula -> Formula ;
-- (larger ?OBJ1 ?OBJ2) means that ?OBJ1 is
-- larger, with respect to all LengthMeasures, than ?OBJ2.
fun larger : El Object -> El Object -> Formula ;
-- (leader ?INSTITUTION ?PERSON)
-- means that the leader of ?INSTITUTION is ?PERSON.
fun leader : El Agent -> El Human -> Formula ;
-- (legalRelation ?AGENT1 ?AGENT2) means
-- that ?AGENT1 and ?AGENT2 are relatives by virtue of a legal relationship.
-- Some examples include marriage, adoption, etc.
fun legalRelation : El Human -> El Human -> Formula ;
-- binary predicate that is used to state the measure
-- of an Object along its longest span.
fun length : El Object -> El PhysicalQuantity -> Formula ;
-- (lessThan ?NUMBER1 ?NUMBER2) is true just
-- in case the Quantity ?NUMBER1 is less than the Quantity ?NUMBER2.
fun lessThan : El Quantity -> El Quantity -> Formula ;
-- (lessThanOrEqualTo ?NUMBER1 ?NUMBER2) is true
-- just in case the Quantity ?NUMBER1 is less than or equal to
-- the Quantity ?NUMBER2.
fun lessThanOrEqualTo : El Quantity -> El Quantity -> Formula ;
-- (lineMeasure ?LINE ?MEASURE) means that the
-- straight line ?LINE has the LengthMeasure of ?MEASURE.
fun lineMeasure : El OneDimensionalFigure -> El LengthMeasure -> Formula ;
-- Binary predicate that is used to state the measure
-- of an Object from one point to another point along its surface. Note
-- that the difference between the predicates length and distance is that
-- the length is used to state the LengthMeasure of one of the dimensions of
-- a single object, while distance is used to state the LengthMeasure that
-- separates two distinct objects.
fun linearExtent : El Object -> El LengthMeasure -> Formula ;
-- a TernaryPredicate that specifies the
-- GraphArc connecting two GraphNodes.
fun links : El GraphNode -> El GraphNode -> El GraphArc -> Formula ;
-- (located ?PHYS ?OBJ) means that ?PHYS is partlyLocated at ?OBJ,
-- and there is no part or subProcess of ?PHYS that is not located at ?OBJ.
fun located : El Physical -> El Object -> Formula ;
-- (manner ?PROCESS ?MANNER) means that the
-- Process ?PROCESS is qualified by the Attribute ?MANNER. The Attributes
-- of Processes are usually denoted by adverbs and include things like the
-- speed of the wind, the style of a dance, or the intensity of a sports
-- competition.
fun manner : El Process -> El Attribute -> Formula ;
-- (material ?SUBSTANCE ?OBJECT) means that
-- ?OBJECT is structurally made up in part of ?SUBSTANCE. This relation
-- encompasses the concepts of 'composed of', 'made of', and 'formed of'.
-- For example, plastic is a material of my computer monitor. Compare
-- part and its subrelations, viz component and piece.
fun material : Desc Substance -> El CorpuscularObject -> Formula ;
-- A very general Predicate for
-- asserting that a particular Object is measured by a particular
-- PhysicalQuantity. In general, the second argument of this
-- Predicate will be a term produced with the Function MeasureFn.
fun measure : El Object -> El PhysicalQuantity -> Formula ;
-- (meetsSpatially ?OBJ1 ?OBJ2) means that
-- ?OBJ1 and ?OBJ2 are connected but that neither ?OBJ1 nor ?OBJ2
-- overlapsSpatially the other.
fun meetsSpatially : El Object -> El Object -> Formula ;
-- (meetsTemporally ?INTERVAL1 ?INTERVAL2)
-- means that the terminal point of the TimeInterval ?INTERVAL1 is the
-- initial point of the TimeInterval ?INTERVAL2.
fun meetsTemporally : El TimeInterval -> El TimeInterval -> Formula ;
-- The temperature at which a PureSubstance changes
-- state from a Solid to a Liquid. Note that Arsenic can sublimate directly
-- from Solid to Gas which means that its melting and boiling points are equal.
fun meltingPoint : Desc PureSubstance -> El TemperatureMeasure -> Formula ;
-- A specialized common sense notion of part for
-- uniform parts of Collections. For example, each sheep in a flock of
-- sheep would have the relationship of member to the flock.
fun member : El SelfConnectedObject -> El Collection -> Formula ;
-- A BinaryRelation that is used to state the
-- normative force of a Proposition. (modalAttribute ?FORMULA ?PROP) means
-- that the Proposition expressed by ?FORMULA has the NormativeAttribute
-- ?PROP. For example, (modalAttribute (exists (?ACT ?OBJ) (and
-- (instance ?ACT Giving) (agent ?ACT John) (patient ?ACT ?OBJ)
-- (destination ?ACT Tom))) Obligation) means that John is obligated to give
-- Tom something.
fun modalAttribute : Formula -> El NormativeAttribute -> Formula ;
-- A BinaryPredicate that associates an
-- Object or Process with its value expressed as an instance of
-- CurrencyMeasure.
fun monetaryValue : El Physical -> El CurrencyMeasure -> Formula ;
-- The general relationship of motherhood.
-- (mother ?CHILD ?MOTHER) means that ?MOTHER is the biological mother
-- of ?CHILD.
fun mother : El Organism -> El Organism -> Formula ;
-- (multiplicativeFactor ?NUMBER1 ?NUMBER2)
-- means that ?NUMBER1 is a factor of ?NUMBER2, i.e. ?NUMBER1 can be multiplied by
-- some Integer to give ?NUMBER2 as a result.
fun multiplicativeFactor : El Integer -> El Integer -> Formula ;
-- (mutualAcquaintance ?H1 ?H2) means
-- that ?H1 and ?H2 have met each other and know something about each other,
-- such as name and appearance. Statements made with this predicate should
-- be temporally specified with holdsDuring. See also the weaker,
-- non_symmetric version of this predicate, acquaintance.
fun mutualAcquaintance : El Human -> El Human -> Formula ;
-- (names ?STRING ?ENTITY) means that the thing ?ENTITY
-- has the SymbolicString ?STRING as its name. Note that names and represents
-- are the two immediate subrelations of refers. The predicate names is used
-- when the referring item is merely a tag without connotative content, while the
-- predicate represents is used for referring items that have such content.
fun names : El SymbolicString -> El Entity -> Formula ;
-- (needs ?AGENT ?OBJECT) means that ?OBJECT is
-- physically required for the continued existence of ?AGENT.
fun needs : El CognitiveAgent -> El Physical -> Formula ;
-- (occupiesPosition ?PERSON ?POSITION ?ORG)
-- means that ?PERSON holds the Position ?POSITION at Organization ?ORG.
-- For example, (occupiesPosition TomSmith ResearchDirector
-- AcmeLaboratory) means that TomSmith is a research director at Acme Labs.
fun occupiesPosition : El Human -> El Position -> El Organization -> Formula ;
-- A general Predicate for indicating how two
-- Objects are oriented with respect to one another. For example,
-- (orientation ?OBJ1 ?OBJ2 North) means that ?OBJ1 is north of ?OBJ2, and
-- (orientation ?OBJ1 ?OBJ2 Vertical) means that ?OBJ1 is positioned
-- vertically with respect to ?OBJ2.
fun orientation : El Object -> El Object -> El PositionalAttribute -> Formula ;
-- (origin ?PROCESS ?SOURCE) means that ?SOURCE
-- indicates where the ?Process began. Note that this relation implies
-- that ?SOURCE is present at the beginning of the process, but need not
-- participate throughout the process. For example, the submarine is the
-- origin in the following proposition: the missile was launched from a
-- submarine.
fun origin : El Process -> El Object -> Formula ;
-- (overlapsPartially ?OBJ1 ?OBJ2) means
-- that ?OBJ1 and ?OBJ2 have part(s) in common, but neither ?OBJ1 nor ?OBJ2
-- is a part of the other.
fun overlapsPartially : El Object -> El Object -> Formula ;
-- (overlapsSpatially ?OBJ1 ?OBJ2) means
-- that the Objects ?OBJ1 and ?OBJ2 have some parts in common. This is a
-- reflexive and symmetric (but not transitive) relation.
fun overlapsSpatially : El Object -> El Object -> Formula ;
-- (overlapsTemporally ?INTERVAL1 ?INTERVAL2)
-- means that the TimeIntervals ?INTERVAL1 and ?INTERVAL2
-- have a TimeInterval as a common part.
fun overlapsTemporally : El TimeInterval -> El TimeInterval -> Formula ;
-- (parallel ?LINE1 ?LINE2) means that the
-- OneDimensionalFigures ?LINE1 and ?LINE2 are parallel to one another,
-- i.e. they are equidistant from one another at every point.
fun parallel : El OneDimensionalFigure -> El OneDimensionalFigure -> Formula ;
-- The general relationship of parenthood.
-- (parent ?CHILD ?PARENT) means that ?PARENT is a biological parent
-- of ?CHILD.
fun parent : El Organism -> El Organism -> Formula ;
-- A binary predicate is a partial ordering on a set or class
-- only if the relation is reflexive on the set or class,
-- and it is both an antisymmetric relation, and a transitive relation.
fun partialOrderingOn : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def partialOrderingOn c p = and (reflexiveOn c p)
(and (TransitiveRelation c p)
(AntisymmetricRelation c p)) ;
-- The basic mereological relation. All other
-- mereological relations are defined in terms of this one.
-- (part ?PART ?WHOLE) simply means that the Object ?PART is part
-- of the Object ?WHOLE. Note that, since part is a
-- ReflexiveRelation, every Object is a part of itself.
fun part : El Object -> El Object -> Formula ;
-- (partiallyFills ?OBJ ?HOLE) means that ?OBJ completelyFills some part of ?HOLE.
-- Note that if (partiallyFills ?OBJ1 ?HOLE) and (part ?OBJ1 ?OBJ2), then (partiallyFills ?OBJ2 ?HOLE).
-- Note too that a partial filler need not be wholly inside a hole (it may
-- stick out), which means that every complete filler also qualifies as
-- (is a limit case of) a partial one.
fun partiallyFills : El Physical -> El Object -> Formula ;
-- A partition of a class C is a set of
-- mutually disjoint classes (a subclass partition) which covers C.
-- Every instance of C is an instance of exactly one of the subclasses
-- in the partition.
fun partition : Class -> [Class] -> Formula ;
-- (partlyLocated ?THING ?OBJ) means that the
-- instance of Physical ?THING is at least partially located at ?OBJ. For
-- example, Istanbul is partly located in Asia and partly located in Europe.
-- Note that partlyLocated is the most basic localization relation: located
-- is an immediate subrelation of partlyLocated and exactlyLocated is
-- an immediate subrelation of located.
fun partlyLocated : El Physical -> El Object -> Formula ;
-- (path ?MOTION ?PATH) means that ?PATH is a route
-- along which ?MOTION occurs. For example, Highway 101 is the path in the
-- following proposition: the car drove up Highway 101.
fun path : El Motion -> El Object -> Formula ;
-- A BinaryPredicate that specifies the
-- length (in number of GraphNodes) of a GraphPath.
-- (pathLength ?PATH ?NUMBER) means that there are ?NUMBER nodes in
-- the GraphPath ?PATH.
fun pathLength : El GraphPath -> El PositiveInteger -> Formula ;
-- (patient ?PROCESS ?ENTITY) means that ?ENTITY
-- is a participant in ?PROCESS that may be moved, said, experienced, etc.
-- For example, the direct objects in the sentences 'The cat swallowed the
-- canary' and 'Billy likes the beer' would be examples of patients. Note
-- that the patient of a Process may or may not undergo structural
-- change as a result of the Process. The CaseRole of patient is used
-- when one wants to specify as broadly as possible the object of a
-- Process.
fun patient : El Process -> El Entity -> Formula ;
-- (penetrates ?OBJ1 ?OBJ2) means that ?OBJ1 is connected to ?OBJ2 along
-- at least one whole dimension (length, width or depth).
fun penetrates : El Object -> El Object -> Formula ;
-- A specialized common sense notion of part for
-- arbitrary parts of Substances. Quasi_synonyms are: chunk, hunk, bit,
-- etc. Compare component, another subrelation of part.
fun piece : El Substance -> El Substance -> Formula ;
-- (pointOfFigure ?POINT ?FIGURE) means that
-- the GeometricPoint ?POINT is part of the GeometricFigure ?FIGURE.
fun pointOfFigure : El GeometricFigure -> El GeometricFigure -> Formula ;
-- (pointOfIntersection ?FIGURE1 ?FIGURE2
-- ?POINT) means that the two straight lines ?FIGURE1 and ?FIGURE2 meet at the
-- point ?POINT.
fun pointOfIntersection : El OneDimensionalFigure -> El OneDimensionalFigure -> El GeometricPoint -> Formula ;
-- Relation that holds between an Agent and
-- an Object when the Agent has ownership of the Object.
fun possesses : El Agent -> El Object -> Formula ;
-- A very general Predicate. (precondition
-- ?PROC1 ?PROC2) means that an instance of ?PROC2 can exist only if an
-- instance of ?PROC1 also exists.
fun precondition : Desc Process -> Desc Process -> Formula ;
-- (prefers ?AGENT ?FORMULA1 ?FORMULA2) means that
-- CognitiveAgent ?AGENT prefers the state of affairs expressed by ?FORMULA1
-- over the state of affairs expressed by ?FORMULA2 all things being equal.
fun prefers : El CognitiveAgent -> Formula -> Formula -> Formula ;
-- (premise ?ARGUMENT ?PROPOSITION) means that the
-- Proposition ?PROPOSITION is an explicit assumption of the Argument
-- ?ARGUMENT.
fun premise : El Argument -> El Proposition -> Formula ;
-- A very general Predicate. (prevents ?PROC1 ?PROC2) means that ?PROC1
-- prevents the occurrence of ?PROC2. In other words, if ?PROC1 is occurring
-- in a particular time and place, ?PROC2 cannot occur at the same time and place.
-- For example, innoculating prevents contracting disease. Note that this is a
-- relation between types of Processes, not between instances.
fun prevents : Desc Process -> Desc Process -> Formula ;
-- (properPart ?OBJ1 ?OBJ2) means that
-- ?OBJ1 is a part of ?OBJ2 other than ?OBJ2 itself. This is a
-- TransitiveRelation and AsymmetricRelation (hence an
-- IrreflexiveRelation).
fun properPart : El Object -> El Object -> Formula ;
-- (properlyFills ?OBJ ?HOLE)
-- means that ?HOLE is properly (though perhaps incompletely) filled by
-- ?OBJ, i.e. some part of ?HOLE is perfectly filled by ?OBJ. Note that
-- properlyFills is the dual of completelyFills, and is so
-- related to partiallyFills that ?OBJ properlyFills ?HOLE just in
-- case ?OBJ partiallyFills every part of ?HOLE. (Thus, every perfect
-- filler is both complete and proper in this sense).
-- Every hole is connected with everything with which a proper filler
-- of the hole is connected. Every proper part of a perfect filler of (a part of) a hole properly
-- fills (that part of) that hole.
fun properlyFills : El Object -> El Hole -> Formula ;
-- This Predicate holds between an instance of
-- Entity and an instance of Attribute. (property ?ENTITY ?ATTR)
-- means that ?ENTITY has the Attribute ?ATTR.
fun property : El Entity -> El Attribute -> Formula ;
-- (publishes ?ORG ?TEXT) means that ?ORG
-- publishes ?TEXT. For example, Bantam Books publishes Agatha Christie's
-- Murder_on_the_Orient_Express.
fun publishes : El Organization -> Desc Text -> Formula ;
-- (radius ?CIRCLE ?LENGTH) means that the radius of
-- the Circle ?CIRCLE has a length of ?LENGTH.
fun radius : El Circle -> El LengthMeasure -> Formula ;
-- A subrelation of represents.
-- (realization ?PROCESS ?PROP) means that ?PROCESS is a Process which
-- expresses the content of ?PROP. Examples include a particular musical
-- performance, which realizes the content of a musical score, or the
-- reading of a poem.
fun realization : El Process -> El Proposition -> Formula ;
-- (refers ?OBJ1 ?OBJ2) means that ?OBJ1
-- mentions or includes a reference to ?OBJ2. Note that refers is
-- more general in meaning than represents, because presumably something
-- can represent something else only if it refers to this other thing.
-- For example, an article whose topic is a recent change in the price of
-- oil may refer to many other things, e.g. the general state of the economy,
-- the weather in California, the prospect of global warming, the options
-- for alternative energy sources, the stock prices of various oil companies,
-- etc.
fun refers : El Entity -> El Entity -> Formula ;
-- A binary predicate is reflexive on a set or class only if
-- every instance of the set or class bears the relation to itself.
fun reflexiveOn : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def reflexiveOn c p = forall c (\INST -> p (var c c ? INST) (var c c ? INST)) ;
-- (relatedEvent ?EVENT1 ?EVENT2) means
-- that the Process ?EVENT1 is related to the Process ?EVENT2. The
-- relationship is between separate individual events, not events and
-- their subprocesses. On the other hand, two subProcesses of the same
-- overarching event may be relatedEvents. The argument order does not
-- imply temporal ordering.
fun relatedEvent : El Process -> El Process -> Formula ;
-- Used to signify a three_place
-- relation between a concept in an external knowledge source, a concept
-- in the SUMO, and the name of the other knowledge source.
fun relatedExternalConcept : El SymbolicString -> El Entity -> El Language -> Formula ;
-- Means that the two arguments are
-- related concepts within the SUMO, i.e. there is a significant similarity
-- of meaning between them. To indicate a meaning relation between a SUMO
-- concept and a concept from another source, use the Predicate
-- relatedExternalConcept.
fun relatedInternalConcept : El Entity -> El Entity -> Formula ;
-- (relative ?O1 ?O2) means that ?O1
-- and ?O2 are relatives, whether through common ancestry (consanguinity),
-- someone's marriage (affinity), or someone's adoption. This definition is
-- intentionally broad, so as to capture a wide array of `familial'
-- relations. The notion of who counts as `family' also varies between
-- cultures, but that aspect of meaning is not addressed here.
fun relative : El Organism -> El Organism -> Formula ;
-- A very general semiotics Predicate.
-- (represents ?THING ?ENTITY) means that ?THING in some way indicates,
-- expresses, connotes, pictures, describes, etc. ?ENTITY. The Predicates
-- containsInformation and realization are subrelations of represents.
-- Note that represents is a subrelation of refers, since something can
-- represent something else only if it refers to this other thing. See the
-- documentation string for names.
fun represents : El Entity -> El Entity -> Formula ;
-- A very general predicate.
-- (representsForAgent ?ENTITY1 ?ENTITY2 ?AGENT) means that the ?AGENT
-- chooses to use ?ENTITY1 to 'stand for' ?ENTITY2.
fun representsForAgent : El Entity -> El Entity -> El Agent -> Formula ;
-- A very general predicate.
-- (representsInLanguage ?THING ?ENTITY ?LANGUAGE) means that the
-- LinguisticExpression ?THING stands for ?ENTITY in the Language
-- ?LANGUAGE.
fun representsInLanguage : El LinguisticExpression -> El Entity -> El Language -> Formula ;
fun resourceS : El Process -> El Entity -> Formula ;
-- (result ?ACTION ?OUTPUT) means that ?OUTPUT is
-- a product of ?ACTION. For example, house is a result in the
-- following proposition: Eric built a house.
fun result : El Process -> El Entity -> Formula ;
-- The relationship between two Organisms that
-- have the same mother and father. Note that this relationship does
-- not hold between half_brothers, half_sisters, etc.
fun sibling : El Organism -> El Organism -> Formula ;
-- (side ?SIDE ?OBJECT) means that ?SIDE is a side of the object,
-- as opposed to the top or bottom.
fun side : El SelfConnectedObject -> El SelfConnectedObject -> Formula ;
-- The general relationship of being a sister.
-- (sister ?WOMAN ?PERSON) means that ?WOMAN is the sister of ?PERSON.
fun sister : El Woman -> El Human -> Formula ;
-- (smaller ?OBJ1 ?OBJ2) means that ?OBJ1
-- is smaller, with respect to all LengthMeasures, than ?OBJ2.
fun smaller : El Object -> El Object -> Formula ;
-- The general relationship of being a son.
-- (son ?CHILD ?PARENT) means that ?CHILD is the biological
-- son of ?PARENT.
fun son : El Organism -> El Organism -> Formula ;
-- The relationship of marriage between two Humans.
fun spouse : El Human -> El Human -> Formula ;
-- (starts ?INTERVAL1 ?INTERVAL2) means that
-- ?INTERVAL1 and ?INTERVAL2 are both TimeIntervals that have the same
-- initial TimePoint and that ?INTERVAL1 ends before ?INTERVAL2.
fun starts : El TimeInterval -> El TimeInterval -> Formula ;
-- The relation between a Human and a TemporaryResidence
-- of the Human.
fun stays : El Human -> El TemporaryResidence -> Formula ;
-- Means that the second argument can be
-- ascribed to everything which has the first argument ascribed to it.
fun subAttribute : El Attribute -> El Attribute -> Formula ;
-- (subCollection ?COLL1 ?COLL2) means that
-- the Collection ?COLL1 is a proper part of the Collection ?COLL2.
fun subCollection : El Collection -> El Collection -> Formula ;
-- The relation between two Graphs when one
-- Graph is a part of the other. (subGraph ?GRAPH1 ?GRAPH2) means
-- that ?GRAPH1 is a part of ?GRAPH2.
fun subGraph : El Graph -> El Graph -> Formula ;
-- (subList ?LIST1 ?LIST2) means that ?LIST1 is a
-- sublist of ?LIST2, i.e. every element of ?LIST1 is an element of ?LIST2 and
-- the elements that are common to both Lists have the same order in both
-- Lists. Elements that are common to both Lists and are consecutive in one
-- list must also be consecutive in the other list. (Therefore _ the list of
-- prime numbers smaller than 10 [1 2 3 5 7] is not a subList of the
-- natural numbers smaller than 10 [1 2 3 4 5 6 7 8 9]).
fun subList : El List -> El List -> Formula ;
-- (subOrganization ?ORG1 ?ORG2) means
-- that ?ORG1 is an Organization which is a part of the Organization
-- ?ORG2. Note that subOrganization is a ReflexiveRelation, so every
-- Organization is a subOrganization of itself.
fun subOrganization : El Organization -> El Organization -> Formula ;
-- (subPlan ?PLAN1 ?PLAN2) means that ?PLAN1
-- is a Plan which is a proper part of ?PLAN2. This relation is generally
-- used to relate a supporting Plan to the overall Plan in a particular
-- context.
fun subPlan : El Plan -> El Plan -> Formula ;
-- (subProcess ?SUBPROC ?PROC) means that ?SUBPROC
-- is a subprocess of ?PROC. A subprocess is here understood as a temporally
-- distinguished part (proper or not) of a Process.
fun subProcess : El Process -> El Process -> Formula ;
-- (subProposition ?PROP1 ?PROP2) means that
-- ?PROP1 is a Proposition which is a proper part of the Proposition ?PROP2.
-- In other words, subProposition is the analogue of properPart for chunks
-- of abstract content.
fun subProposition : El Proposition -> El Proposition -> Formula ;
-- (subSystem ?SUB ?SYSTEM) means that the
-- PhysicalSystem ?SUB is a part of the PhysicalSystem ?SYSTEM.
fun subSystem : El PhysicalSystem -> El PhysicalSystem -> Formula ;
-- (subclass ?CLASS1 ?CLASS2) means that ?CLASS1 is
-- a subclass of ?CLASS2, i.e. every instance of ?CLASS1 is also an instance of
-- ?CLASS2. A class may have multiple superclasses and subclasses.
fun subclass : El SetOrClass -> El SetOrClass -> Formula ;
-- (subset ?SET1 ?SET2) is true just in case the
-- elements of the Set ?SET1 are also elements of the Set ?SET2.
fun subset : El Set -> El Set -> Formula ;
-- (subsumedExternalConcept
-- ?STRING ?THING ?LANGUAGE) means that the SUMO concept ?THING is subsumed
-- by the meaning of ?STRING in ?LANGUAGE, i.e. the concept ?THING is narrower
-- in meaning than ?STRING.
fun subsumedExternalConcept : El SymbolicString -> El Entity -> El Language -> Formula ;
-- A BinaryPredicate that relates two
-- subclasses of ContentBearingObject. (subsumesContentClass ?CLASS1
-- ?CLASS2) means that the content expressed by each instance of ?CLASS2 is
-- also expressed by each instance of ?CLASS1. Examples include the
-- relationship between a poem and one of its stanzas or between a book and
-- one of its chapters. Note that this is a relation between subclasses of
-- ContentBearingObject, rather than instances. If one wants to relate
-- instances, the Predicate subsumesContentInstance can be used. Note
-- that subsumesContentClass is needed in many cases. Consider, for
-- example, the relation between the King James edition of the Bible and its
-- Book of Genesis. This relation holds for every copy of this edition and
-- not just for a single instance.
fun subsumesContentClass : Desc ContentBearingObject -> Desc ContentBearingObject -> Formula ;
-- A BinaryPredicate relating two
-- instances of ContentBearingObject. (subsumesContentInstance ?OBJ1 ?OBJ2)
-- means that the content expressed by ?OBJ2 is part of the content expressed
-- by ?OBJ1. An example is the relationship between a handwritten poem and
-- one of its stanzas. Note that this is a relation between instances,
-- rather than Classes. If one wants to assert a content relationship
-- between Classes, e.g. between the version of an intellectual work and a
-- part of that work, the relation subsumesContentClass should be used.
fun subsumesContentInstance : El ContentBearingObject -> El ContentBearingObject -> Formula ;
-- (subsumingExternalConcept
-- ?STRING ?THING ?LANGUAGE) means that the SUMO concept ?THING subsumes
-- the meaning of ?STRING in ?LANGUAGE, i.e. the concept ?THING is broader
-- in meaning than ?STRING.
fun subsumingExternalConcept : El SymbolicString -> El Entity -> El Language -> Formula ;
-- (successorAttribute ?ATTR1 ?ATTR2)
-- means that ?ATTR2 is the Attribute that comes immediately after ?ATTR1
-- on the scale that they share.
fun successorAttribute : El Attribute -> El Attribute -> Formula ;
-- The transitive closure of
-- successorAttribute. (successorAttributeClosure ?ATTR1 ?ATTR2) means
-- that there is a chain of successorAttribute assertions connecting
-- ?ATTR1 and ?ATTR2.
fun successorAttributeClosure : El Attribute -> El Attribute -> Formula ;
-- (superficialPart ?OBJ1 ?OBJ2)
-- means that ?OBJ1 is a part of ?OBJ2 that has no interior parts of its own
-- (or, intuitively, that only overlaps those parts of ?OBJ2 that are
-- externally connected with the mereological complement of ?OBJ2). This too
-- is a transitive relation closed under MereologicalSumFn and
-- MereologicalProductFn.
fun superficialPart : El Object -> El Object -> Formula ;
-- (surface ?OBJ1 ?OBJ2) means that ?OBJ1
-- is a maximally connected superficialPart of ?OBJ2. Note that some
-- SelfConnectedObjects have more than one surface, e.g. a hollow
-- object like a tennis ball has both an inner and an outer surface.
fun surface : El SelfConnectedObject -> El SelfConnectedObject -> Formula ;
-- (synonymousExternalConcept
-- ?STRING ?THING ?LANGUAGE) means that the SUMO concept ?THING has the
-- same meaning as ?STRING in ?LANGUAGE.
fun synonymousExternalConcept : El SymbolicString -> El Entity -> El Language -> Formula ;
-- (systemPart ?PART ?SYSTEM) means that
-- the Physical thing ?PART is a SystemElement in the PhysicalSystem
-- ?SYSTEM.
fun systemPart : El Physical -> El PhysicalSystem -> Formula ;
-- The temporal analogue of the spatial part
-- predicate. (temporalPart ?POS1 ?POS2) means that TimePosition ?POS1
-- is part of TimePosition ?POS2. Note that since temporalPart is a
-- ReflexiveRelation every TimePostion is a temporalPart of itself.
fun temporalPart : El TimePosition -> El TimePosition -> Formula ;
-- (temporallyBetween ?POINT1 ?POINT2
-- ?POINT3) means that the TimePoint ?POINT2 is between the TimePoints
-- ?POINT1 and ?POINT3, i.e. ?POINT1 is before ?POINT2 and ?POINT2 is before
-- ?POINT3.
fun temporallyBetween : El TimePoint -> El TimePoint -> El TimePoint -> Formula ;
-- (temporallyBetweenOrEqual ?POINT1 ?POINT2
-- ?POINT3) means that the TimePoint ?POINT1 is before or equal to the
-- TimePoint ?POINT2 and ?POINT2 is before or equal to the TimePoint
-- ?POINT3.
fun temporallyBetweenOrEqual : El TimePoint -> El TimePoint -> El TimePoint -> Formula ;
-- This relation holds between an instance of
-- Physical and an instance of TimePosition just in case the temporal
-- lifespan of the former includes the latter. In other words, (time
-- ?THING ?TIME) means that ?THING existed or occurred at ?TIME. Note
-- that time does for instances of Physical what holdsDuring does
-- for instances of Formula. The constants located and time are
-- the basic spatial and temporal predicates, respectively.
fun time : El Physical -> El TimePosition -> Formula ;
fun totalOrderingOn : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def totalOrderingOn c p = and (partialOrderingOn c p)
(trichotomizingOn c p) ;
-- (top ?TOP ?OBJECT) means that ?TOP is the highest maximal
-- superficial part of ?OBJECT.
fun top : El SelfConnectedObject -> El SelfConnectedObject -> Formula ;
-- (transactionAmount ?TRANSACTION
-- ?AMOUNT) means that ?AMOUNT is an instance of CurrencyMeasure being
-- exhanged in the FinancialTransaction ?TRANSACTION.
fun transactionAmount : El FinancialTransaction -> El CurrencyMeasure -> Formula ;
-- (traverses ?OBJ1 ?OBJ2) means that ?OBJ1
-- crosses or extends across ?OBJ2. Note that crosses and
-- penetrates are subrelations of traverses.
fun traverses : El Object -> El Object -> Formula ;
-- A binary predicate ?REL is trichotomizing on a set or class only if,
-- for all instances ?INST1 and ?INST2 of the set or class,
-- at least one of the following holds:
-- (?REL ?INST1 ?INST2),
-- (?REL ?INST2 ?INST1) or
-- (equal ?INST1 ?INST2)
fun trichotomizingOn : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def trichotomizingOn c p = forall c (\INST1 -> forall c (\INST2 -> or (or (p (var c c ? INST1) (var c c ? INST2))
(p (var c c ? INST2) (var c c ? INST1)))
(equal (var c Entity ? INST1) (var c Entity ? INST2)))) ;
-- The BinaryPredicate that relates a Sentence
-- to its TruthValue.
fun truth : El Sentence -> El TruthValue -> Formula ;
-- The class of names that uniquely identify
-- an instance of Entity. Some examples of uniqueIdentifiers are the keys
-- of tables in database applications and
-- the ISBN (International Standard Book Number).
fun uniqueIdentifier : El SymbolicString -> El Entity -> Formula ;
-- (uses ?OBJECT AGENT) means that ?OBJECT is used by
-- ?AGENT as an instrument in an unspecified Process. This Predicate,
-- as its corresponding axiom indicates, is a composition of the CaseRoles
-- agent and instrument.
fun uses : El Object -> El Agent -> Formula ;
-- Some Artifacts have a life cycle with discrete
-- stages or versions. (version ARTIFACT1 ARTIFACT2) means that ARTIFACT1
-- is a version of ARTIFACT2. Note that this Predicate relates subclasses of
-- Artifact and not instances.
fun version : Desc Artifact -> Desc Artifact -> Formula ;
-- (wants ?AGENT ?OBJECT) means that ?OBJECT is desired by ?AGENT,
-- i.e. ?AGENT believes that ?OBJECT will satisfy one of its goals. Note that there is
-- no implication that what is wanted by an agent is not already possessed by the agent.
fun wants : El CognitiveAgent -> El Physical -> Formula ;
-- (wears ?AGENT ?CLOTHING) means that ?AGENT is wearing
-- the item of Clothing ?CLOTHING.
fun wears : El Animal -> El Clothing -> Formula ;
-- (weight ?O ?MM) means that on planet earth
-- the SelfConnectedObject ?O has the weight ?MM.
fun weight : El SelfConnectedObject -> El MassMeasure -> Formula ;
-- binary predicate that is used to state the measure
-- of an Object from side to side at its widest span.
fun width : El Object -> El PhysicalQuantity -> Formula ;
-- (wife ?WOMAN ?MAN) means that ?WOMAN is the wife of ?MAN.
fun wife : El Woman -> El Man -> Formula ;
-- relations
fun SingleValuedRelation : (c : Class) -> (El c -> Formula) -> Formula;
def SingleValuedRelation c f =
forall c (\x -> forall c (\y -> impl (and (f (var c c ? x)) (f (var c c ? y)))
(equal (var c Entity ? x) (var c Entity ? y))));
fun AntisymmetricRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def AntisymmetricRelation c f =
forall c (\x -> forall c (\y -> impl (and (f (var c c ? x) (var c c ? y))
(f (var c c ? y) (var c c ? x)))
(equal (var c Entity ? x) (var c Entity ? y)))) ;
fun IntentionalRelation : (c1,c2 : Class) -> (El c1 -> El c2 -> Formula) -> Formula ;
def IntentionalRelation c1 c2 f =
-- assume binary predicate, since it is mostly used for that
forall c1 (\x -> forall c2 (\y -> inScopeOfInterest (var c1 CognitiveAgent ? x) (var c2 Entity ? y)));
fun ReflexiveRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def ReflexiveRelation c f =
forall c (\x -> f (var c c ? x) (var c c ? x));
fun SymmetricRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def SymmetricRelation c f =
forall c (\x -> forall c (\y -> impl (f (var c c ? x) (var c c ? y))
(f (var c c ? y) (var c c ? x))));
fun EquivalenceRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def EquivalenceRelation c f =
and (and (ReflexiveRelation c f)
(SymmetricRelation c f))
(TransitiveRelation c f);
fun TransitiveRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def TransitiveRelation c f =
forall c (\x -> forall c (\y -> forall c (\z -> impl (and (f (var c c ? x) (var c c ? y))
(f (var c c ? y) (var c c ? z)))
(f (var c c ? x) (var c c ? z)))));
fun IrreflexiveRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def IrreflexiveRelation c f =
forall c (\x -> not (f (var c c ? x) (var c c ? x))) ;
fun AsymmetricRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def AsymmetricRelation c f =
and (AntisymmetricRelation c f) (IrreflexiveRelation c f);
fun PropositionalAttitude : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def PropositionalAttitude c f =
AsymmetricRelation c f;
fun ObjectAttitude : (c1,c2 : Class) -> (El c1 -> El c2 -> Formula) -> Formula ;
def ObjectAttitude c1 c2 f =
IntentionalRelation c1 c2 f ;
fun IntransitiveRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def IntransitiveRelation c f =
forall c (\x -> forall c (\y -> forall c (\z -> impl (and (f (var c c ? x) (var c c ? y))
(f (var c c ? y) (var c c ? z)))
(not (f (var c c ? x) (var c c ? z)))))) ;
fun PartialOrderingRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def PartialOrderingRelation c f =
and (and (TransitiveRelation c f)
(AntisymmetricRelation c f))
(ReflexiveRelation c f) ;
fun TrichotomizingRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def TrichotomizingRelation c f =
forall c (\x -> forall c (\y -> or (or (and (and (f (var c c ? x) (var c c ? y))
(not (equal (var c Entity ? x) (var c Entity ? y))))
(not (f (var c c ? y) (var c c ? x))))
(and (and (not (f (var c c ? x) (var c c ? y)))
(equal (var c Entity ? x) (var c Entity ? y)))
(not (f (var c c ? y) (var c c ? x)))))
(and (and (f (var c c ? y) (var c c ? x))
(not (equal (var c Entity ? x) (var c Entity ? y))))
(not (f (var c c ? x) (var c c ? y))))));
fun TotalOrderingRelation : (c : Class) -> (El c -> El c -> Formula) -> Formula ;
def TotalOrderingRelation c f =
and (PartialOrderingRelation c f) (TrichotomizingRelation c f) ;
fun OneToOneFunction : (c1, c2 : Class) -> (El c1 -> Ind c2) -> Formula ;
def OneToOneFunction c1 c2 f = forall c1(\x ->
forall c1 (\y -> impl (not (equal (var c1 Entity ? x) (var c1 Entity ? y)))
(not (equal (el c2 Entity ? (f (var c1 c1 ? x)))
(el c2 Entity ? (f (var c1 c1 ? y)))))));
fun SequenceFunction : (c : Class) -> (El Integer -> Ind c) -> Formula ;
def SequenceFunction c f =
OneToOneFunction Integer c f ;
fun AssociativeFunction : (c : Class) -> (El c -> El c -> Ind c) -> Formula ;
def AssociativeFunction c f =
forall c (\x -> forall c (\y -> forall c (\z -> equal (el c Entity ? (f (var c c ? x) (el c c ? (f (var c c ? y) (var c c ? z)))))
(el c Entity ? (f (el c c ? (f (var c c ? x) (var c c ? y))) (var c c ? z))))));
fun CommutativeFunction : (c1,c2 : Class) -> (El c1 -> El c1 -> Ind c2) -> Formula ;
def CommutativeFunction c1 c2 f =
forall c1 (\x -> forall c1 (\y -> equal (el c2 Entity ? (f (var c1 c1 ? x) (var c1 c1 ? y)))
(el c2 Entity ? (f (var c1 c1 ? y) (var c1 c1 ? y)))));
fun identityElement : (c : Class) -> (El c -> El c -> Ind c) -> El c -> Formula ;
def identityElement c f elem =
forall c (\x -> equal (el c Entity ? (f (var c c ? x) elem)) (var c Entity ? x));
fun distributes : (c : Class) -> (El c -> El c -> Ind c) -> (El c -> El c -> Ind c) -> Formula ;
def distributes c f g =
forall c (\x -> forall c (\y -> forall c (\z -> equal (el c Entity ? (g (el c c ? (f (var c c ? x) (var c c ? y))) (var c c ? z)))
(el c Entity ? (f (el c c ? (g (var c c ? x) (var c c ? z))) (el c c ? (g (var c c ? y) (var c c ? z))))))));
fun inverse : (c : Class) -> (El c -> El c -> Formula) -> (El c -> El c -> Formula) -> Formula ;
def inverse c f g =
forall c (\x -> forall c (\y -> equiv (f (var c c ? x) (var c c ? y))
(g (var c c ? y) (var c c ? x))));
fun subRelation2El : (c1,c2,c3,c4 : Class) -> (El c1 -> El c2 -> Formula) -> (El c3 -> El c4 -> Formula) -> Formula ;
def subRelation2El c1 c2 c3 c4 f g =
forall c1 (\x -> forall c2 (\y -> impl (f (var c1 c1 ? x) (var c2 c2 ? y))
(g (var c1 c3 ? x) (var c2 c4 ? y))));
--others
fun toInt : Int -> Ind Integer ;
fun toRealNum : Float -> Ind RealNumber ;
}
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