-- # -path=.:englishExtended 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 ; fun Animal_Organism : SubClassC Animal 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 BinaryFunction 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 ; fun Injuring_Class : SubClass Injuring PathologicProcess ; fun Injuring_Damaging : SubClassC Injuring 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 ; fun JudicialProcess_PoliticalProcess : SubClassC JudicialProcess 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 ; fun NegativeRealNumber_RealNumber : SubClassC NegativeRealNumber 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 ; fun NonnegativeRealNumber_RealNumber : SubClassC NonnegativeRealNumber 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 ; fun Plant_Organism : SubClassC Plant 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 ; fun PositiveRealNumber_NonnegativeRealNumber : SubClassC PositiveRealNumber 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 UnaryFunction 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 ; fun SyntheticSubstance_Substance : SubClassC SyntheticSubstance 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 ; fun Vertebrate_Animal : SubClassC Vertebrate 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 BinaryPredicate 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 ; -- BinaryPredicate 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 ; -- BinaryPredicate 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 ; -- 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 ; -- (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 toInt : Int -> Ind Integer ; fun toRealNum : Float -> Ind RealNumber ; -- (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 ; -- 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 ; -- BinaryPredicate 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 ; }