## Cyc Top-Level Vocabulary

E-Mail Comments to: opencyc-doc@cyc.com
Last Update: 12/13/02
Copyright© 1996-2002. All rights reserved. See Terms of Usage.

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#$StaticSituation static situations **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A specialization of #$Situation-Temporal. Each instance of #$StaticSituation is a state of affairs between two or more things, persisting statically over some time interval. Instances of #$StaticSituation always have a temporal extent, and they usually have a tangible and spatial extent. As an example, consider the situation of Bill Clinton sitting in his easy chair on the evening of 7/4/96. There are participant objects such as Bill and the chair, there are relationships such as the seat of the chair supporting his bottom and his weight being off his feet, etc. In any #$StaticSituation, for the participants in that situation, there is some significant or focal relationship between them which does not change. In the most typical cases, there is no important change whatsoever, e.g. someone sitting would be such a #$StaticSituation. But some things represented as #$StaticSituations can alternatively be represented as #$Events. For example, a situation in which geese were flying in a flock would be static (the flock-like spatial relationship between the geese would be retained) but it would also be dynamic in that the geese were moving, so either representation could be chosen depending on the context.
> guid: be1e537c-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$Situation-Temporal
> direct generalization of: #$Configuration #$UMLState

#$Configuration configurations

> A specialization of both #$StaticSituation and #$SpatialThing-Localized. Each instance of #$Configuration is a static situation consisting of two or more #$PartiallyTangible things of certain types standing in a certain type of spatial relationship (or set of relationships). This (set of) spatial relationship(s) characterizes the #$Configuration's _type_ in the sense that any group of objects of the appropriate types standing in that relationship (or those relationships) correspond to a #$Configuration of that type; and each of these objects, in turn, is said to be configured (see #$objectConfigured) in the (individual) #$Configuration. For example, a #$KnotConfiguration might correspond to a particular intertwining of end-segments of two #$CordlikeObjects, or to the intertwining of several segments of a single #$CordlikeObject. For configurations like the latter, whose characterizing relationship(s) hold between different parts of a single salient object, see the specialization #$ConfigurationOfComplexObject. Note that a static situation involving an #$Agent might be a configuration, but only so long as it's just the agent's _spatial_ relationship(s) to other partially tangibles that matters (see e.g. #$WearingSomething); static situations in which an agent's agency or sentience is crucial, on the other hand, are not configurations (cf. #$AgentRelationship and #$InterAgentRelationship).
> guid: bd58ee23-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$SpatialThing-Localized #$StaticSituation
> direct generalization of: #$WearingSomething

#$SituationFn situation fn **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> #$SituationFn is a Cyc function. (#$SituationFn VAR FORM) denotes a collection of situations, whose instances satisfy VAR as used in the #$ELSentence-Assertible FORM. FORM will contain ?VAR as a free variable, and may contain other variables. For now (11/97), quantification of all other variables must be explicit, and we do not allow variables bound outside of #$SituationFn to appear within FORM. For example, FORM might describe the general situation in which a person speaks to their boss: (#$SituationFn SPK (#$thereExists PER (#$thereExists BOSS (#$and (#$isa SPK #$Speaking) (#$senderOfInfo SPK PER) (#$communicationTarget SPK BOSS) (#$boss PER BOSS))))). Every collection denoted by a #$SituationFn expression is an element of (#$isa) #$SituationType.--Pittman, Nov. 20, 1997
> guid: c10ade5f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$BinaryFunction #$ScopingRelation #$CollectionDenotingFunction #$ReifiableFunction #$Individual

#$Role roles

> A collection of #$Predicates that relate #$Situations (q.v.) to things that are involved in them in various ways. As such, each instance of #$Role has at least one argument-place that is constrained to (see #$argIsa) instances of #$Situation or a specialization thereof. Note that the involvement may be active (e.g. #$doneBy) or passive (e.g. #$objectActedOn and #$eventOccursAt), central (e.g. #$primaryObjectMoving) or peripheral (e.g. #$assistingAgent). Important specializations of #$Role are #$ActorSlot and #$SubEventPredicate.
> guid: bd588003-9c29-11b1-9dad-c379636f7270
> direct instance of: #$PredicateCategory
> direct specialization of: #$Predicate
> direct generalization of: #$BinaryRolePredicate

#$Intangible intangibles **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The collection of things that are not physical -- are not made of, or encoded in, matter. Every #$Collection is an #$Intangible (even if its instances are tangible), and so are some #$Individuals. Caution: do not confuse `tangibility' with `perceivability' -- humans can perceive light even though it's intangible--at least in a sense. For more on this issue, see the relevant #$cyclistNotes.
> guid: bd58e3a3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$VariableOrderCollection
> direct specialization of: #$PartiallyIntangible
> direct generalization of: #$MathematicalOrComputationalThing #$IntangibleIndividual

#$IntangibleIndividual intangible individual objects

> The collection of wholly intangible individuals, a specialization of both #$Intangible and #$Individual. Instances of #$IntangibleIndividual are immaterial, and thus do not have mass, color, or other tangible qualities. Examples include mathematical objects (such as numbers, functions, and relations), attributes, time intervals, space regions, and events. Excluded are sets and collections because, although intangible, they are not individuals.
> guid: bd58e3e3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ObjectType
> direct specialization of: #$PartiallyIntangibleIndividual #$Intangible
> direct generalization of: #$SpaceRegion #$GeometricallyDescribableThing-Intangible #$Artifact-Intangible #$Situation #$AttributeValue #$Format #$ComputationalObject #$TimeInterval #$IntangibleExistingThing #$AbstractInformationalThing #$MathematicalObject #$GeographicalThing-Intangible #$CanonicalizerDirective

#$Indivisible indivisibles **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The collection of discrete entities without distinguishable parts, portions, entries, subsets, elements,... A couple examples are: the #$False truth-value; any single #$MathematicalPoint.
> guid: bd58a5b0-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ObjectType
> direct specialization of: #$IntangibleIndividual

#$ObjectType types of objects

> The collection of all collections that are object-like in at least one respect. A collection COL is object-like just in case there is some sense of `part' according to which any (or nearly any) given proper part of an instance of COL is _not_ itself an instance of COL; when this happens COL is said to be object-like with respect to that sense of `part'. More precisely, for a collection COL to be an instance of #$ObjectType it is sufficient that there be some specialization PARTPRED of #$parts such that, for any OBJ1 and OBJ2 (with OBJ1 and OBJ2 distinct), if (#$isa OBJ1 COL) and (PARTPRED OBJ1 OBJ2), then _not_ (#$isa OBJ2 COL). (Also sufficient for COL's being an object-type is that there be some specialization INVPARTPRED of the inverse of #$parts (see #$genlInverse) such that (INVPARTPRED OBJ2 OBJ1), with everything else remaining the same as above.) Note that neither of the above sufficient conditions for COL's being an object-type is strictly necessary: some exceptions are allowed. Thus as long as either one of the above conditionals holds in _nearly_ all cases, COL should be considered an instance of #$ObjectType. Here are two examples. Consider #$Automobile. Take an instance of that, say my car. Now take one of the proper #$physicalParts of my car, say the steering wheel. The steering wheel is _not_ an instance of #$Automobile. And the same would be true for any proper physical part of any car. So #$Automobile is an #$ObjectType. Consider #$LeapYear. No proper #$timeSlices of a leap year is itself a leap year. So #$LeapYear is an #$ObjectType. See #$StuffType for the contrasting (though not disjoint) notion of being stuff-like.
> guid: bd58ab9d-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SecondOrderCollection #$AtemporalNecessarilyEssentialCollectionType
> direct specialization of: #$FirstOrderCollection
> direct generalization of: #$IDStringType #$OrganizationTypeByCustomers #$OrganizationByEntityType #$ObjectTypeByColor #$OrganizationTypeByIndustry #$OrganizationTypeByGeographicReach #$LanguageGroupingType #$OrganizationTypeByActivityType #$OrganizationTypeByStructuralCharacteristic #$PathType #$AccountType #$CycLExpressionType #$LinguisticObjectType #$ExistingObjectType #$PhysiologicalConditionType #$ShapeType #$TemporalObjectType

#$TemporalObjectType types of temporally object-like thing

> A specialization of #$ObjectType (q.v.) whose instances are all and only those collections that are temporally object-like. A collection COL is temporally object-like just in case there is some sense of `temporal part' (see #$timeSlices) according to which any given proper temporal part of an instance of COL is generally _not_ itself an instance of COL. More precisely, for a collection COL to be an instance of #$TemporalObjectType it is sufficient that there be some (proper or improper) specialization TEMPPARTPRED of #$timeSlices such that the following holds: for any OBJ1 and OBJ2 (with OBJ1 and OBJ2 distinct), if (isa OBJ1 COL) and (TEMPPARTPRED OBJ1 OBJ2), then _not_ (isa OBJ2 COL). (Also sufficient for COL's being temporally object-like is that there be some spec-inverse INVTEMPPARTPRED of #$timeSlices such that (INVTEMPPARTPRED OBJ2 OBJ1), with everything else remaining the same as above.) Note that neither of the above sufficient conditions for COL's being a temporal-object-type is strictly necessary: some exceptions are allowed; thus as long as either one of the above conditionals holds in _nearly_ all cases, COL should be considered an instance of #$TemporalObjectType. As an example, consider #$LeapYear. No proper #$timeSlices of a leap year is itself a leap year. So #$LeapYear is an instance of #$TemporalObjectType. See #$TemporalStuffType for the disjoint notion of being temporally stuff-like.
> guid: bd58aadf-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SecondOrderCollection #$AtemporalNecessarilyEssentialCollectionType
> direct specialization of: #$ObjectType
> direct generalization of: #$AccessingScriptType #$ClimateCycleType #$CalendarCoveringType #$DayOfWeekType #$MonthOfYearType #$TemporallyDisjointTemporalObjectType #$WeeklyTemporalObjectType #$TimeOfDayType #$HourOfDayType #$CalendarSeasonType #$ConventionallyClassifiedDisjointTimeIntervalType #$AnnualTemporalObjectType

#$TemporalStuffType types of temporally stuff-like thing **GAFs NOT REVIEWED**

> A specialization of #$StuffType (q.v.) whose instances are all and only those collections that are temporally stuff-like. A collection COL is temporally stuff-like just in case every time slice (see #$timeSlices) of an instance of COL (at or above COL's temporal graularity level; see #$granuleOfTemporalStuff) is itself an instance of COL. More precisely, for a collection COL to be an instance of #$TemporalStuffType it is sufficient that for any OBJ1 and OBJ2 (with OBJ2 at or above COL's temporal granularity level), if (#$isa OBJ1 COL) and (#$timeSlices OBJ1 OBJ2), then (#$isa OBJ2 COL). Consider #$WalkingOnTwoLegs. Take an arbitrary instance WALK of this collection (say Miss America 2000's victory walk down the runway and back); and then take an arbitrary time-slice SUBWALK of WALK that subsumes at least one instance of (the #$granuleOfTemporalStuff for #$WalkingOnTwoLegs) #$TakingAStep (say her trip back from the end of the runway). SUBWALK is itself an instance of #$WalkingOnTwoLegs. So #$WalkingOnTwoLegs is an instance of #$TemporalStuffType. See #$TemporalObjectType for the disjoint notion of being temporally object-like.
> guid: bd58ad37-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SecondOrderCollection #$AtemporalNecessarilyEssentialCollectionType
> direct specialization of: #$StuffType
> direct generalization of: #$ElectromagneticRadiationType #$OrganismConstituentType #$WavePropagationType #$SoundWavePropagationType #$ExistingObjectType #$ExistingStuffType #$IBTContentType #$PhysiologicalConditionType

#$ExistingObjectType types of temporally enduring object

> A collection of collections. Each instance of #$ExistingObjectType is a collection that is temporally stuff-like (see #$TemporalStuffType) but physically-spatially object-like (see #$ObjectType) -- i.e. object-like with respect to some physical-spatial part-whole predicate (e.g. some specialization of #$physicalDecompositions). Consider the collection #$BookCopy. #$BookCopy is temporally stuff-like: any one of the #$timeSlices of a given copy COPY of (say) Moby Dick is still a copy of Moby Dick . (Most collections of tangible objects are temporally stuff-like in this way.) But #$BookCopy is spatially _object-like_: if we take a scalpel and slice COPY into ten pieces, each piece is not a copy of Moby Dick . So #$BookCopy is an instance of #$ExistingObjectType. See also #$StuffType and #$ExistingStuffType.
> guid: bd65d880-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SecondOrderCollection #$AtemporalNecessarilyEssentialCollectionType
> direct specialization of: #$TemporalStuffType #$ObjectType
> direct generalization of: #$OrganismClassificationType #$WaterVehicleTypeByDesign #$TextualMaterialTypeByFunction #$GarmentTypeByRegionOfBodyCovered #$AnimalTypeByMaturity #$AnimalTypeByGender #$BiologicalSubfamily #$OrganismTypeByComplexity #$AnimalBodyPartType #$BiologicalDivision #$MoneyTenderType #$MoleculeTypeByChemicalCompoundType #$OrganismTypeByHabitat #$BiologicalKingdom #$BiologicalSubclass #$BiologicalSubspecies #$BiologicalPhylum #$UniqueAnatomicalPartType #$EmployeeTypeByWorkStatus #$RoadVehicleType #$RoadVehicleTypeByUse #$BiologicalSubkingdom #$BiologicalSubphylum #$BiologicalGenus #$GeographicalEntityByHierarchy #$BiologicalFamily #$BiologicalSuborder #$BiologicalOrder #$BiologicalClass #$BiologicalSpecies #$OrganismPartType #$ContactLocationType #$PersonTypeByActivity #$PersonTypeByCulture #$RegionType #$LifeStageType #$PersonTypeByPositionInOrg

#$ExistingStuffType types of temporally and spatially stuff-like thing

> A collection of collections, and a specialization of #$TemporalStuffType. Each instance of #$ExistingStuffType is a collection of things (including portions of things) which are both temporally and spatially stufflike. Division in time or space does not destroy the stufflike quality of the object (down to a certain granularity). ``STUFF is an instance of #$ExistingStuffType' implies: a) for most instances, OBJ, of STUFF, for any proper physical part (see the predicate #$physicalParts) PART of OBJ, PART is also an instance of STUFF. b) for all instances, OBJ, of STUFF, for most proper physical parts PART of OBJ, PART is also an instance of STUFF. For example, every piece of wood is temporally stufflike: if W-168 is a piece of wood during 1996, then it's also a piece of wood for the one-minute time-slice 9:05am 7/7/96. It's also spatially stufflike: if we take that piece of wood W-168 and cut it in half, we have two things which are both pieces of wood. Since every piece of wood is both temporally and spatially stufflike, #$Wood is an instance of #$ExistingStuffType. Other instances of #$ExistingStuffType include the collections #$AppleJuice, #$IceCream, #$Diamond, #$WaxedPaper, and #$StriatedMuscle. See the comment for #$StuffType to learn more about the distinctions between, and the need for, these four collections: #$StuffType, #$ObjectType, #$ExistingStuffType, and #$ExistingObjectType.
> guid: bd59f2ea-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SecondOrderCollection #$AtemporalNecessarilyEssentialCollectionType
> direct specialization of: #$TemporalStuffType
> direct generalization of: #$DegreeOfCloudiness #$ClimaticTerrainType #$OutdoorLocationByWeatherType #$FoodGroup #$TangibleStuffCompositionType #$TangibleStuffStateType

#$TemporalThing things that exists in time

> The collection of all things that have temporal extent or location, i.e. things about which one might sensibly ask When? . #$TemporalThing thus contains many kinds of things, including events, physical objects, agreements, and abstract pieces of time. Note that #$TimePoint is a specialization of #$TemporalThing, since time points have temporal location, although they arguably lack temporal extent. Abstract things that are timeless -- such as mathematical sets, attributes, and numbers -- are of course _not_ instances of #$TemporalThing.
> guid: bd5880c4-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$Individual
> direct generalization of: #$Artifact-Generic #$Situation-Temporal #$SpatialThing-Localized #$Series #$BeliefSystem #$SomethingExisting #$TimeInterval #$Product #$Group #$Credential #$HumanLanguage #$SoftwareParameter

This is the class of things which have temporal extent. Physical objects are elements of #$SomethingExisting: they exist for some span of time, so #$SomethingExisting is a subset of #$TemporalThing. Actions, which are instances of #$Event (such as man's first step on the moon or the 1995 Indy 500) occur in time and can be related in time to other events, so #$Event is also a subset of #$TemporalThing. Finally, #$TimeInterval is the subset of #$TemporalThing which has elements defined solely by their temporal properties, such as "the year 1849," "this instant," and "the 21st century."

#$TemporalThing and its subsets:

#$SomethingExisting things existing stably in time

> A specialization of #$TemporalThing whose instances are more or less static, as compared (e.g.) to the more dynamic instances of #$Event. The clearest examples of #$SomethingExistings are tangible things, such as people, lakes, stars, and the Earth's ionosphere. But #$SomethingExisting also includes certain intangible temporal things, such as #$Agreements and #$Obligations, that remain relatively stable throughout their lifetimes. On the other hand, #$SomethingExisting excludes purely temporal intangibles such as #$TimeIntervals.
> guid: bd58b6e7-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$TemporalThing
> direct generalization of: #$Agent-Generic #$GeographicalThing #$Place #$PartiallyTangible #$Entity #$IntangibleExistingThing #$Holdings #$SpatialPathSystem #$Path-Spatial

#$SomethingExisting is the class of things that exist in time, which includes all physical objects as well as people and organizations. The next six concepts are important subclasses of #$SomethingExisting:
#$PartiallyTangible tangible things

> A subcollection of #$SpatialThing-Localized and #$TemporalThing. Each instance of #$PartiallyTangible has a tangible (i.e. material) part and a temporal extent (i.e. it exists in time). It might or might not also have an intangible part. For example, a particular copy of a book is made of matter, has temporal extent, and also has an intangible part: the information content of the text markings on its pages.
> guid: bd58f6ed-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingStuffType
> direct specialization of: #$TwoOrHigherDimensionalThing #$SpatialThing-Localized #$SomethingExisting
> direct generalization of: #$PartiallyTangibleProduct #$CordlikeObject #$MineralOre #$Secretion-Bodily #$EdibleStuff #$ConnectedPhysicalPathSystem #$JunctionOfPaths #$CavityInteriorContent #$ContainerShapedObject #$PhysicalSeries #$MolecularStuff #$Corner-2or3d #$VisualMark #$ContactLocation #$Wall-GenericBarrier #$ComplexPhysicalObject #$Sensor #$MicroscopicScaleObject #$NaturalTangibleStuff #$InanimateThing #$OrganicStuff #$EdgeOnObject #$Surface-Physical #$SheetOfSomeStuff #$CompositeTangibleAndIntangibleObject #$HumanScaleObject #$DrugSubstance #$InorganicStuff #$PipingSystem-Generic #$Covering-Object #$ConductingMedium #$Plasma-StateOfMatter #$FluidTangibleThing #$SemiSolidTangibleThing #$CavityWithWalls #$SolidTangibleThing #$Protrusion #$Mixture #$SolidSurfacePathThroughAir #$ControlStructure-Physical #$FluidConduit #$SemiconductorStuff #$ConvexTangibleObject

#$PartiallyIntangible partially intangible things

> The collection of things that either are wholly intangible (see #$Intangible) or have at least one intangible (i.e. immaterial) part (see #$intangibleParts). This includes intangible individuals, such as instances of #$Number-General or #$Agreement, as well as non-individuals (all of which are intangible), i.e. instances of #$SetOrCollection. It also includes things that have both tangible and intangible components (see #$CompositeTangibleAndIntangibleObject), such as a printed copy of a newspaper (as its information content is intangible) or a person (as her mental states are intangible).
> guid: bd58f7b6-9c29-11b1-9dad-c379636f7270
> direct instance of: #$VariableOrderCollection
> direct specialization of: #$Thing
> direct generalization of: #$PartiallyIntangibleIndividual #$Intangible

#$IntangibleExistingThing intangible things existing stably in time

> A specialization of both #$IntangibleIndividual and #$SomethingExisting. Instances of #$IntangibleExistingThing exist stably in time (unlike instances of #$Event), but lack any material parts (unlike instances of #$PartiallyTangible). Notable specializations of #$IntangibleExistingThing include #$DevisedPracticeOrWork and #$Agreement.
> guid: bd58b123-9c29-11b1-9dad-c379636f7270
> direct instance of: #$StuffType
> direct specialization of: #$SomethingExisting #$IntangibleIndividual
> direct generalization of: #$DevisedPracticeOrWork #$SpaceRegion-Empirical #$Obligation #$Proposal #$Trajectory #$Agreement #$GeographicalThing-Intangible

#$CompositeTangibleAndIntangibleObject composite tangible and intangible things

> The collection of individuals that have both a tangible and an intangible component. Instances include people (who have bodies and minds), information bearing objects (which consist of intangible information encoded in a tangible object, such as the music on a CD or the text in a book), and many other things. Each instance of #$CompositeTangibleAndIntangibleObject, being partially tangible, exists in time (see #$TemporalThing). Although occasionally it can be useful to reify separately the tangible and intangible components of a composite object (e.g. to state certain things about Lenin's body as opposed to his mind), in most cases it is sufficient simply to reify the composite.
> guid: bd58f771-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$PartiallyIntangibleIndividual #$PartiallyTangible
> direct generalization of: #$InformationBearingObject #$Agent #$ArtObject

#$Event events **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> An important specialization of #$Situation-Temporal and #$IntangibleIndividual (qq.v). Each instance of #$Event is a dynamic situation in which the state of the world changes; each instance is something one would say happens . Events are intangible because they consist of changes per se, not tangible objects that effect changes. Instances of #$Event should not be confused with instances of #$TimeInterval (q.v.). The temporal bounds of events are delineated by time intervals, but in contrast to events time intervals have no spatial extent.
> guid: bd58800d-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$Situation-Temporal
> direct generalization of: #$Event-Localized #$EconomicEvent #$GeneralizedTransfer #$AtLeastPartiallyMentalEvent #$Action #$UMLTransition #$QualitativeTimeOfDay #$Compounding-WordFormationProcess #$Conversion-WordFormationProcess #$ImprovementEvent

#$Event is the collection of everything that can be said to "happen", all the events and actions we might think of as changing the world somehow. #$Event includes both physical events, such as a rock falling or a bird flying, and mental actions, such as a person thinking or learning.

#$subEvents subevent

> The most general instance of #$SubEventPredicate, this predicate relates a given event to the events that are its parts. (#$subEvents WHOLE PART) means that PART is a part, or subevent, of WHOLE. Events can be decomposed into subevents events temporally, spatially, and in other ways; see the specializations of #$subEvents for more on this. For decomposing an event in a purely temporal way, see #$subProcesses.
> guid: bd589099-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SubEventPredicate #$ReflexiveBinaryPredicate #$ComplexTemporalPredicate #$TransitiveBinaryPredicate #$IndividualLevelPredicate #$AntiSymmetricBinaryPredicate
> direct specialization of: #$subSituations #$eventOverlaps

#$subEvents is a special instance of #$ComplexTemporalRelation which conveys more than just the temporal relationship.

(#$subEvents EVENT SUB) indicates that SUB is completely temporally contained within EVENT, i.e., that SUB begins on or after the beginning of EVENT, and SUB ends on or before the end of EVENT, which is the same as (#$temporallySubsumes EVENT SUB).

But #$subEvents is also a partonomic relationship, indicating that the event SUB is a part of the event EVENT. For example, if C is the making of a particular cake, and S is the stirring of the batter, then (#$subEvents C S) is true. But other events are presumably happening in the world while the cake is being made, and most of them are not #$subEvents of the cake making, even if they are temporally subsumed by it. So if Z is the woman across the street getting into her car, it might be true that (#$temporallySubsumes C Z) but (#$subEvents C Z) would not be true.
#$timeSlices time slices

> (#$timeSlices WHOLE PART) means that the #$TemporalThing PART is one of the temporal parts of the #$TemporalThing WHOLE. Since PART is a temporal part of WHOLE, the temporal extent of PART is included in the temporal extent of WHOLE (see #$temporallySubsumes). Unlike #$subEvents, which can divide up an #$Event both in space and time, #$timeSlices divides up its first argument in time only. So #$timeSlices is more specialized than #$subEvents. On the other hand, it has broader application; #$timeSlices makes sense for any #$TemporalThing, not just #$Events; for instance, one can talk about year-long #$timeSlices of a rock.
> guid: bd69f839-9c29-11b1-9dad-c379636f7270
> direct instance of: #$NonPhysicalPartPredicate #$AntiSymmetricBinaryPredicate #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate
> direct specialization of: #$parts #$temporallySubsumes

#$cotemporalSubEvents cotemporal sub events **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The predicate #$cotemporalSubEvents is used to relate an event to some sub-event which has the same duration as the whole event, but doesn't necessarily include everything that happens in the whole event. (#$cotemporalSubEvents WHOLE PART) means that WHOLE and PART are cotemporal events (i.e., they have the same exact duration), and PART is a component of WHOLE. For example, a particular instance of #$RainStorm may have distinguishable #$cotemporalSubEvents for (1) raining and (2) wind blowing, and an instance of swimming #$Backstroke has separable events for (1) kicking and (2) arm motion throughout the swimming. See also #$cotemporal, #$subEvents.
> guid: bd5906be-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SubEventPredicate #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate #$AntiSymmetricBinaryPredicate
> direct specialization of: #$cotemporal #$subEvents

#$subAbstractions sub abstractions **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$subAbstractions WHOLE SUB) means SUB is a temporal part (one of the #$timeSlices) of WHOLE, where WHOLE and SUB are both instances of #$SomethingExisting. Both entities and subabstractions are subabstractions of themselves. So the predicate #$subAbstractions is the restriction of the predicate #$timeSlices to the domain, and hence also range, #$SomethingExisting. `AlbertEinsteinWhileAtPrinceton' is a #$subAbstractions of `AlbertEinsteinAsAnAdult', which in turn is a #$subAbstractions of 'AlbertEinstein', which in turn is a #$subAbstractions only of itself (hence 'AlbertEinstein' is an instance of #$Entity (q.v.)).
> guid: bd5901e3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$NonPhysicalPartPredicate #$AntiSymmetricBinaryPredicate #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate
> direct specialization of: #$timeSlices

#$postEvents post events

> A #$BinaryRolePredicate (q.v.) that relates one event to another that follows it. (#$postEvents BEFORE AFTER) implies two things: (1) BEFORE occurs strictly before AFTER: AFTER starts after BEFORE has ended (see #$startsAfterEndingOf). (2) BEFORE and AFTER are significantly relevant to each other. This required relevance of the two arguments to each other is difficult to formalize but often intuitively clearcut. Sometimes AFTER is caused by BEFORE. For example, we might say (#$postEvents TakingAShower001 ExitingShower001), but would not say (#$postEvents BolshevikRelvolution DeathOfJohnLennon) since these two events are not at all relevant to each other.
> guid: bd58bbe9-9c29-11b1-9dad-c379636f7270
> direct instance of: #$BinaryRolePredicate #$AsymmetricBinaryPredicate #$ComplexTemporalPredicate #$TransitiveBinaryPredicate
> direct specialization of: #$eventOutcomes

#$postSituation post situation

> (#$postSituation EVENT SIT) means that SIT is a #$StaticSituation that begins after the #$Event EVENT ends, and that SIT is directly (usually causally) related to EVENT. See #$postEvents and #$preSituation for related predicates.
> guid: bd61e57f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AsymmetricBinaryPredicate #$ComplexTemporalPredicate
> direct specialization of: #$eventOutcomes

#$preSituation pre situation **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$preSituation EVENT SIT) means that the #$StaticSituation SIT holds just prior to the start of the #$Event EVENT, and SIT is directly related to EVENT in some salient way. The required `salience' of the two arguments to each other is difficult to formalize but usually intuitively clearcut. Commonly, SIT and EVENT share many of the same objects involved in various roles, and there is often a causal connection as well. For instance, if SIT is an instance of #$Configuration (q.v.), then SIT might be somehow `taken apart' by EVENT or might `trigger' EVENT.
> guid: bd67abd9-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AsymmetricBinaryPredicate
> direct specialization of: #$startsAfterEndingOf

#$laterSubAbstractions later sub abstractions

> (#$laterSubAbstractions EARLIER LATER) means that LATER and EARLIER are both sub-abstractions (see the predicate #$subAbstractions) of the same entity (so that (#$hasSameEntityAs LATER EARLIER) holds) and the sub-abstraction LATER starts sometime after the beginning of EARLIER (so that (#$startsAfterStartingOf LATER EARLIER) holds).
> guid: bd58d765-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AsymmetricBinaryPredicate #$ComplexTemporalPredicate #$TransitiveBinaryPredicate
> direct specialization of: #$hasSameEntityAs

#$PhysicalEvent physical events

> A specialization of #$Event-Localized. Each instance of #$PhysicalEvent is a spatially localized event involving one or more physical objects or stuffs. #$PhysicalEvents typically involve interaction among #$PartiallyTangibles. But note that a physical event might consist in the creation, destruction, movement, or a change in some physical feature of a single salient physical object. (See #$PhysicalCreationEvent, #$PhysicalDestructionEvent, #$MovementEvent, and #$IntrinsicStateChangeEvent.) For a contrasting (though not necessarily disjoint) collection, see #$StrictlyMentalEvent. For events that have both physical and mental components, see the specialization #$CompositePhysicalAndMentalEvent.
> guid: bd58e98d-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$Event-Localized
> direct generalization of: #$MovementOrShapeChangeEvent #$Malfunction #$IncurringDamage #$CompositePhysicalAndMentalEvent #$InformationTransferPhysicalEvent #$ConfiguringEvent #$ActionOnObject #$RecoveringFromAilment #$ReversibleProcess #$SeasonOfYear #$ApplyingAForce #$GenerationOrConversionEvent #$ElectricalEvent #$SeparationEvent #$PhysicalCreationOrDestructionEvent #$Incorporation-Physical #$Drying #$PhysicalContactEvent #$WeatherEvent #$ChangingDeviceState #$ComputerActivity #$DeviceRunning

#$CreationOrDestructionEvent creation or destruction events

> A specialization of #$Event-Localized. During each instance of #$CreationOrDestructionEvent, one or more instances of #$Entity (q.v.) come into or go out of existence. Notable specializations of #$CreationOrDestructionEvent include #$Manufacturing, #$MakingSomething, and #$Killing-Biological.
> guid: bd675149-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$Event-Localized
> direct generalization of: #$DestructionEvent #$CreationEvent #$PhysicalCreationOrDestructionEvent

#$CreationEvent creation events

> A specialization of #$CreationOrDestructionEvent. In each instance of #$CreationEvent, at least one instance of #$Entity (q.v.) is brought into existence (see #$outputsCreated).
> guid: bd58de89-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$CreationOrDestructionEvent
> direct generalization of: #$IBTGeneration #$PhysicalCreationEvent #$Production-Generic #$CreatingAnArtifact #$MakingAnAgreement

#$DestructionEvent destruction events **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A collection of events. In each instance of #$DestructionEvent, at least one instance of #$Entity (the #$inputsDestroyed) ceases to exist.
> guid: bd58f920-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$CreationOrDestructionEvent
> direct generalization of: #$PhysicalDestructionEvent

#$PhysicalTransformationEvent transforms (creation events) (creation or destruction events) (physical events)

> A specialization of both #$PhysicalDestructionEvent and #$PhysicalCreationEvent. In each instance of #$PhysicalTransformationEvent at least one thing ceases to exist and at least one thing comes into existence (and usually at least some portion of the thing(s) destroyed becomes incorporated into the thing(s) created). An important specialization of this collection is #$PhysicalTransformationProcess, the collection of #$PhysicalTransformationEvents that are also instances of #$TemporalStuffType. See also the predicate #$transformedInto.
> guid: bd589b02-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$PhysicalDestructionEvent #$PhysicalCreationEvent
> direct generalization of: #$PolishingSomething #$PreparingFoodOrDrink #$StateOfMatterChangeEvent #$Dissolving #$ChemicalReaction #$PhysicalTransformationProcess #$EnergyConversionProcess #$SeparatingAMixture

#$IntrinsicStateChangeEvent events that inherently involves a change of state

> A specialization of #$Event-Localized. Each instance of #$IntrinsicStateChangeEvent is an event characterized primarily by a change in some intrinsic property of at least one main actor involved in the event. Such intrinsic changes may include changes of a thing's color, temperature, device state, or size. Events where the main change is extrinsic (such as a change in location or ownership) are not instances of #$IntrinsicStateChangeEvent. In events which have more than one actor, the event may be an #$IntrinsicStateChangeEvent for one actor but not for another. For example, in a #$FasteningSafetyBelt event, the #$SafetySeatBelt (the device used) goes from unconnected to connected (to itself), which is an intrinsic change; however, the agent who does the fastening does not change intrinsically, but only in his configuration to the belt, an external object. Another example: in a #$HairCuttingEvent, the hair that is barbered undergoes an #$IntrinsicStateChangeEvent due to its role in that kind of event, but the barber undergoes no intrinsic change due to the hair cutting. Note that some events, such as an ice cube melting into a small puddle of water, could be represented either as an #$IntrinsicStateChangeEvent or as a #$PhysicalTransformationEvent, but not (within a single micro-theory) as both.
> guid: bd611277-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$Event-Localized
> direct generalization of: #$SomethingAppearingSomewhere #$RecoveringFromAilment #$SimpleRepairing #$IncurringDamage #$ImprovementEvent #$StateOfMatterChangeEvent #$ContaminationEvent #$ShapeChangeEvent #$Splitting #$Dissolving #$TemperatureChangingProcess #$Cracking #$Drying #$BiologicalDevelopmentEvent #$PreservingFood #$WakingUpFromSleep #$GoingToSleep #$ChangingDeviceState #$DiagnosingAndRepairingSomething #$PregnancyEndingEvent

#$GeneralizedTransfer transfers

> A specialization of #$Event. Each instance of #$GeneralizedTransfer is an event in which something (tangible or intangible) is transferred from one `place' to another. #$GeneralizedTransfer includes changes in physical location, in ownership or possession, transfer of information, and propagation of wave phenomena through space. See also the related predicate #$transferredThing, and the specializations of this collection.
> guid: bd588eb6-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$Event #$Path-Simple
> direct generalization of: #$TransferIn #$TransferOut #$ChangeInUserRights #$MovementEvent #$GroupTransfer #$InformationTransferEvent #$DistributionEvent #$InfectingEvent #$TransferOfControl

#$transferredThing thing transferred (actor slot) (role) (extensional representation predicate) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The predicate #$transferredThing is used to identify the object whose external relationships change in some event considered generically as a `transfer'. (#$transferredThing TRANSFER OBJ) means that OBJ is being moved, transferred, or exchanged in the #$GeneralizedTransfer event TRANSFER. Note that in general, and if possible, it is preferable to use a more specialized instance of #$ActorSlot than #$transferredThing (e.g., #$objectMoving for physical transfer of an object, or #$objectOfPossessionTransfer for an object that changes possession but not necessarily location) in representing ground facts about transfers.
> guid: bd67a405-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$preActors #$postActors

#$TransferOut transfer events with well-defined from-location

> A specialization of #$GeneralizedTransfer. #$TransferOut includes all instances of #$GeneralizedTransfer in which some object plays the role of #$from-Generic, but in which there may or may not be any object playing the role of #$to-Generic. At the start of a #$TransferOut, the object playing the role of #$transferredThing is 'located' at the object playing the role of #$from-Generic. The collection #$TransferOut includes, among other things, all instances of the collections #$Emission, #$LosingUserRights, and #$DistributionEvent. Negative examples of #$TransferOut include some instances of #$AppropriatingSomething (when there is no previous owner) and some instances of #$Hearing (when the sounds may come from various unspecified locations).
> guid: bdc16356-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$GeneralizedTransfer
> direct generalization of: #$LosingUserRights #$LeavingAPlace #$DistributionEvent #$GroupTransferOut #$Emission #$IBTGeneration

#$TransferIn transfer events with well-defined to-location

> A collection of events. Each instance of #$TransferIn is a #$GeneralizedTransfer (q.v.) for which there is a well-defined thing that it is a transfer to (see #$to-Generic), but not necessarily a well-defined thing that it is a transfer from (see #$from-Generic). Subcollections of #$TransferIn include #$CollectionEvent, #$GainingUserRights, and #$AccessingAnIBT. At the end of a #$TransferIn, the thing transferred (see #$transferredThing) is in some sense located at the #$to-Generic. Non- examples of #$TransferIn include instances of #$AbandoningSomething (when there is no prospective owner) and of #$IBTGeneration (when the information may go to various unspecified locations).
> guid: bd631969-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$GeneralizedTransfer
> direct generalization of: #$AccessingAnIBT #$GainingUserRights #$CollectionEvent #$Receiving #$GroupTransferIn

#$MovementEvent moves

> A specialization of #$GeneralizedTransfer. Each instance of #$MovementEvent is an event in which at least one object translates some distance, or in which at least one object moves from one rotational orientation to another rotational orientation. Each instance of #$MovementEvent is thus a rotation or translation of some object (an instance of #$SomethingExisting), where the movement occurs relative to a frame of reference which is not part of the rotating or translating object. Notable specializations of #$MovementEvent include #$Translocation, #$Rotation-NonPeriodic, and #$Movement-Periodic.
> guid: bd590401-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FirstOrderCollection
> direct specialization of: #$MovementOrShapeChangeEvent #$GeneralizedTransfer
> direct generalization of: #$Translocation #$Movement-NonPeriodic #$Movement-Periodic #$MovementProcess #$Movement-Rotation #$Motion-SolidAgainstSolid #$ChemicalInteraction #$DisappearingFromSight

#$InformationTransferEvent information transfers

> A specialization of #$GeneralizedTransfer. Each instance of #$InformationTransferEvent is an event in which information is transferred from a source (#$informationOrigin) to one or more destinations (#$informationDestination), where the source and the various destinations are either intelligent agents or #$InformationBearingThings (IBTs). Examples include reading a book (transfer of information from the book to the reader), saying something to someone (transfer of information from the speaker to the listener), machine translation (transfer of information from an encoded IBT in the source language to an encoded IBT in the target language), OCR scanning (transfer of information from a visual information source to another IBT in a different format), carving initials in a tree (transfer of information from an agent to an IBT), and making a speech (transfer of information from an agent to other agents). See also the specialization #$InformationTransferPhysicalEvent.
> guid: bd589f07-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$GeneralizedTransfer
> direct generalization of: #$InformationTransferPhysicalEvent #$AccessingAnIBT #$Communicating #$InformationGathering #$IBTGeneration #$MeetingTakingPlace

#$ExchangeOfUserRights exchanges

> A specialization of both #$SocialOccurrence and #$ChangeInUserRights. In each instance of #$ExchangeOfUserRights, two instances of #$Agent (the #$exchangers) perform two distinct (though related) instances of #$TransferringPossession with each other. Two objects are exchanged. Each agent gains possession -- in the form of some #$UserRightsAttribute -- of something (an #$objectOfPossessionTransfer) from the other. Each transfer is related to the other as some kind of condition, usually as a precondition or an intended result; for example, the news seller will hand over a paper if given fifty cents, and a buyer will give the news seller fifty cents so that the seller will turn over a newspaper to the buyer. The two #$TransferringPossession events are #$subEvents of the #$ExchangeOfUserRights event.
> guid: bd589096-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AccessingScriptType
> direct specialization of: #$ChangeInUserRights #$SocialOccurrence
> direct generalization of: #$MonetaryExchangeOfUserRights #$Bartering

#$ChangeInUserRights changes in user rights

> A collection of events and a specialization of #$GeneralizedTransfer. Each instance of #$ChangeInUserRights is an event in which some instance of #$Agent either gains or loses possession of something. `Possession' means having some right to use a thing that one has in hand or otherwise has access to. Different types of possession (e.g. ownership, rental, borrowings) can be specified by using the appropriate instance(s) of #$UserRightsAttribute (q.v.). Changes in an agent's user rights can come about in various ways: through buying and selling, renting, borrowing or lending, giving, repossession, etc. Specializations of this collection include #$LosingUserRights, #$GainingUserRights, and #$ExchangeOfUserRights; in the latter collection, there is an alteration in the rights of two (or more) agents to use two (or more) items -- as in a purchase, when one agent gets full use rights to an object by turning over a sum of money to the object's previous owner. In addition, some changes in user rights are classified explicitly in #$TemporaryChangeOfUserRights (e.g. borrowing, renting), while others are permanent. Events that involve such changes in user rights all belong in the collection of events, #$ChangeInUserRights. In any particular #$ChangeInUserRights event, the item which is changing hands is identified as the #$objectOfPossessionTransfer.
> guid: bd5e7431-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AccessingScriptType
> direct specialization of: #$GeneralizedTransfer
> direct generalization of: #$MoneyTransfer #$GainingUserRights #$LosingUserRights #$ExchangeOfUserRights #$TemporaryChangeOfUserRights

#$CollectionEvent accumulations **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A specialization of #$TransferIn. Each instance of #$CollectionEvent is an event in which tangible or intangible objects are collected together at a single place . The objects might come from various sources, and might be gathered via some collection network.
> guid: bd58dc1e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
> direct specialization of: #$TransferIn
> direct generalization of: #$GroupingObjects

#$DistributionEvent distributions **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A specialization of both #$PurposefulPhysicalAction and #$TransferOut. Each instance of #$DistributionEvent is an event in which tangible objects are distributed from a source to various destinations via some distribution network.
> guid: bd58fd6b-9c29-11b1-9dad-c379636f7270
> direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
> direct specialization of: #$PurposefulPhysicalAction #$ActionOnObject #$TransferOut

#$Translocation translocations

> A subcollection of #$MovementEvent. Each instance of #$Translocation is a movement across a distance; thus there is both a location that it is a movement from (see #$fromLocation) and a location that it is a movement to (see #$toLocation). (These two locations might or might not be distinct, considering round-trips.) Note that instances of #$Translocation might or might not involve a salient moving object (see #$objectMoving); for those that do see the specialization #$Movement-TranslationEvent; for some that don't see #$WavePropagation.
> guid: bf81a890-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$MovementEvent
> direct generalization of: #$WavePropagation #$EnergyTransferEvent #$Movement-TranslationEvent #$InfectingEvent #$Emission

#$fromLocation origin **GAFs NOT REVIEWED**

> This predicate is used to indicate the starting point of a particular movement from one place to another. (#$fromLocation MOVE LOC) means that LOC is where some salient moving-object (see #$objectMoving) in the #$Translocation MOVE is found at the beginning of MOVE and is where it begins this motion. This moving-object might or might not be #$Stationary at LOC at the beginning of MOVE. If MOVE is a single-pathway translation (see #$Translation-SingleTrajectory), then each of its salient moving-objects is found at LOC when MOVE starts. If MOVE has multiple movers and multiple pathways (see #$Translation-MultiTrajectory), then at least some of the moving-objects can be found at LOC when MOVE starts. If MOVE is a flow (such as a river flowing, a wind blowing, a tornado, a typhoon, some clouds moving, or air filling your lungs when you take a breath; see #$Translation-Flow), then at least some portion of the fluid moving-object can be found at LOC when MOVE starts. See also #$motionPathway-Complete and #$pathConnects.
> guid: bd58e223-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$preActors #$from-Generic

#$toLocation destination (actor slot) (role) (extensional representation predicate) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The predicate #$toLocation is used to indicate the ending point of a particular movement. (#$toLocation MOVE LOC) means that LOC is where the #$objectMoving in MOVE (a #$Movement-TranslationEvent) is found when the event MOVE ends; the final location of the #$objectMoving in that event is LOC. The #$objectMoving may or may not be #$Stationary at LOC. If MOVE is a single-pathway translation (see #$Translation-SingleTrajectory), then every #$objectMoving in it is found at LOC when MOVE ends. If MOVE has multiple movers and multiple pathways (see #$Translation-MultiTrajectory), then at least some of the #$objectMoving(s) can be found at LOC at the end of MOVE. If MOVE is a fluid flow (see #$Translation-Flow), then at least some portion of the fluid #$objectMoving can be found at location LOC at the end of MOVE. See also #$motionPathway-Complete, #$pathConnects.
> guid: bd58d77a-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$to-Generic #$postActors

#$Emission emission

> A specialization of #$TransferOut. Each instance of #$Emission is an event in which something `comes out' of a source, where the source in question causally contributes to that thing's `coming out' (e.g., the source is a #$providerOfMotiveForce). The source of the emission is indicated with the predicate #$emitter. If the thing which `comes out' is an instance of #$PartiallyTangible, then the event belongs to a more specific collection, #$EmittingAnObject. If an emission is the first sub-event of an instance of #$WavePropagation, then the emission belongs to the more specialized collection, #$EmittingAWave.
> guid: bed006f8-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$TransferOut #$Translocation
> direct generalization of: #$EmittingAWave #$EmittingAnObject #$HeatProductionProcess #$LightningEvent

#$emitter emitter (actor slot) (role) (extensional representation predicate) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The Cyc predicate #$emitter is used to identify the source of an emission. (#$emitter EMIT OBJ) means that OBJ provides the force involved in making the #$objectEmitted move from OBJ to someplace outside of OBJ. See also #$providerOfMotiveForce, #$fromLocation.
> guid: bd58dcf1-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$providerOfMotiveForce #$fromLocation

#$transferOutSubEvent initial transfer-out subevent (sub event slot) (temporal part slot) (nonphysical part predicate) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The Cyc predicate #$transferOutSubEvent indicates the initial stage of a particular #$GeneralizedTransfer in which the #$transferredThing leaves the point of origin. For example, (#$transferOutSubEvent TRANSLOC EMISSION) means that EMISSION is the initial stage (see #$firstSubEvents) of the #$Translocation TRANSLOC. (The #$emitter in EMISSION is a #$fromLocation of TRANSLOC.)
> guid: be4d48d4-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SubEventPredicate #$AsymmetricBinaryPredicate #$TransitiveBinaryPredicate
> direct specialization of: #$firstSubEvents

#$Receiving receiving **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A specialization of #$TransferIn. Each instance of #$Receiving is an event in which something `comes in' to an object. Typically, a receiving has associated with it an instance of #$Translocation (q.v.); a particular receiving and its associated translocation(s) are related by the predicate #$transferInSubEvent. If the thing which `comes in' is an instance of #$PartiallyTangible (such as a baseball, or a SCUD missile), then its reception is an instance of the specialization #$ReceivingAnObject (q.v.). If the translocation associated with the receiving is an instance of #$WavePropagation (such as a radio broadcast, or heat radiation from the Sun), then the receiving is an instance of the specialization #$ReceivingAWave (q.v.).
> guid: bdaf0276-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$TransferIn
> direct generalization of: #$ReceivingAWave #$ReceivingAnObject

#$transferInSubEvent transfer in sub event **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The Cyc predicate #$transferInSubEvent indicates the final stage of a particular #$GeneralizedTransfer in which the #$transferredThing reaches the destination. For example, (#$transferInSubEvent COMM LISTENING) means that LISTENING is the final stage (see #$lastSubEvents) of the #$CommunicationAct-Single COMM.
> guid: beabc2a1-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SubEventPredicate #$AsymmetricBinaryPredicate #$TransitiveBinaryPredicate
> direct specialization of: #$lastSubEvents

#$Action actions

> The collection of #$Events (q.v.) that are carried out by some doer (see #$doneBy). Instances of #$Action include any event in which one or more actors effect some change in the (tangible or intangible) state of the world, typically by an expenditure of effort or energy. Note that it is not required that any tangible object be moved, changed, produced, or destroyed for an action to occur; the effects of an action might be intangible (such as a change in a bank balance or the intimidation of a subordinate). Note also that the doer of an action, though typically an #$Agent (q.v.), need not be (e.g. a falling rock that dents a car's roof). Depending upon the context, doers of actions might be animate or inanimate, conscious or nonconscious. For actions that are intentional, see #$PurposefulAction and #$performedBy.
> guid: bd58a841-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AnimalCapabilityType #$TemporalObjectType
> direct specialization of: #$Event
> direct generalization of: #$Synthesis-Generic #$ActionOnObject #$SingleDoerAction #$PurposefulAction #$InformationGathering #$Communicating #$AnimalActivity #$ChangingDeviceState #$HostileSocialAction #$LearnedActivity #$IBTGeneration #$ComputerActivity

#$PurposefulAction intentional actions (actions performed by animals)

> A specialization of both #$Action and #$AtLeastPartiallyMentalEvent. Each instance of #$PurposefulAction is an action consciously, volitionally, and purposefully done by (see #$performedBy) at least one actor.
> guid: bd589e3f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$AtLeastPartiallyMentalEvent
> direct generalization of: #$Requesting-CommunicationAct #$LookingForAThingOrTypeOfThing #$EconomicAction #$ArrangingForSomething #$LawEnforcementActivity #$WorkingEvent #$Transaction #$HostileSocialAction #$GroupingObjects #$GroupTransfer #$PurposefulPhysicalAction #$PoliticalEvent #$PurposefulMentalActivity #$EndingAnAgreement #$AccessingAnIBT #$Paying #$SelectingSomething #$ContractNegotiation #$TakingSomething #$Ritual #$SocialGathering #$Research #$Competition #$Inform-CommunicationAct #$LocomotionEvent-Animal #$VisitingSomeone #$InfluencingAnAgent #$Evaluating #$AbandoningSomething #$Investigation #$SocialOccurrence #$MoneyTransfer #$CreatingAnArtifact

#$SingleDoerAction actions with only one performer

> A specialization of #$Action. Each instance of #$SingleDoerAction is an action which can have only one doer (see the predicate #$doneBy). Such actions may be intentional, but they need not be. Most bodily functions (e.g., the instances of #$Heartbeating or #$Bleeding) belong to specializations of #$SingleDoerAction, because the only doer of a normal bodily function is the body of a single agent. In order for a type of action (i.e., a specialization of #$Action) to be a specialization of #$SingleDoerAction, it must be inconsistent to assert, for any instance ACT of that type of action, both (#$doneBy ACT X) and (#$doneBy ACT Y), where X and Y are different. Notable specializations of #$SingleDoerAction include #$Sleeping, #$Dying, #$AnimalWalkingProcess, and #$WritingByHand.
> guid: c0fd4844-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FirstOrderCollection
> direct specialization of: #$Action
> direct generalization of: #$Perceiving #$IncurringAnInjury #$Ambulation #$WritingByHand #$DigestionEvent #$DyingOfBLO #$BodyMovementEvent #$Starvation #$Ingesting #$AnimalWalkingProcess #$BodilyFunctionEvent #$WakingUpFromSleep #$GoingToSleep

#$SocialOccurrence social events

> A specialization of both #$PurposefulAction and #$CompositePhysicalAndMentalEvent. Each instance of #$SocialOccurrence is an action in which two or more agents take part. In many cases, #$SocialOccurrences involve communication among the participating agents. Some instances of #$SocialOccurrence have very elaborate role structures (e.g. a typical lawsuit), while others have fairly simple role structures (e.g. greeting a colleague at work).
> guid: bd588f3b-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$CompositePhysicalAndMentalEvent #$PurposefulAction #$HumanActivity
> direct generalization of: #$CulturalEvent #$Trial #$ArrestingSomeone #$Interviewing #$EntertainmentEvent #$ConflictEvent #$CooperationEvent #$ChangeOfStatusEvent #$EndingAnAgreement #$Negotiating #$SocialGathering #$TransferringPossession #$HostileSocialAction #$SociabilityBasedAction #$Holiday #$PublicEvent #$ExchangeOfUserRights #$BusinessEvent #$MeetingSomeone #$InfluencingAnAgent #$HelpingAnAgent

#$HumanActivity human activities

> A specialization of #$AnimalActivity. Each instance of #$HumanActivity is a spatially-localized action each of whose doers (see #$doneBy) is either a #$Person or a group of people (i.e. a #$Group all of whose members are #$Persons).
> guid: bd588deb-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$AnimalActivity
> direct generalization of: #$MedicalCareEvent #$VisitingSomeone #$ServingFoodOrDrink #$EntertainmentEvent #$ActsCommonlyConsideredCriminal #$ReligiousEvent #$Event-Organized #$MakingSomethingAvailable #$LawEnforcementActivity #$Holiday #$SocialGathering #$CommercialActivity #$ExchangeOfUserRights #$Research #$WagingWar #$SimpleRepairing #$BusinessEvent #$IBOCreation #$SelectingSomething #$TakingCareOfSomething #$HavingAMeal #$SocialOccurrence #$IBTGeneration-Original #$Investigation #$ProgrammingAComputer #$SpokenCommunicating #$Teaching #$Exercising #$Ordering-CommunicationAct #$GameEvent #$SkilledActivity #$TransportingPeople #$ConveyingMaterials #$HarvestingAPlant #$PreservingFood #$PreparingFoodOrDrink #$TakingOffAClothingItem #$DiagnosingAndRepairingSomething #$PuttingOnAClothingItem #$AthleticActivity #$HandlingADevice #$Writing #$SendingSomething

#$CompositePhysicalAndMentalEvent events with both physical and mental components

> A specialization of both #$AtLeastPartiallyMentalEvent and #$PhysicalEvent. Each instance of #$CompositePhysicalAndMentalEvent is an event that involves some mental event(s), as well as some interaction between physical objects. Examples include a news broadcast program, a court trial, someone inheriting property, someone writing a letter, a physical examination, and a charity ball.
> guid: bd588d27-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalStuffType
> direct specialization of: #$AtLeastPartiallyMentalEvent #$PhysicalEvent
> direct generalization of: #$PurposefulPhysicalAction #$SocialOccurrence

#$DefaultDisjointScriptType types of sibling disjoint script

> A collection of collections and an instance of #$SiblingDisjointCollectionType (q.v.). Each instance TYPE of #$DefaultDisjointScriptType is a specialization of #$Event of which the following is true, as a default assumption: every instance of #$DefaultDisjointScriptType is either a specialization of TYPE, a generalization of TYPE, or is disjoint with TYPE. Asserting that TYPE is an instance of #$DefaultDisjointScriptType is thus a convenient way to make TYPE disjoint with a lot of other specializations of #$Event (viz. the other instances of #$DefaultDisjointScriptType), without having to enter a lot of #$disjointWith assertions. Note that the default assumption mentioned above can be overridden, with respect to TYPE and some other #$DefaultDisjointScriptType OTHER-TYPE, by asserting (#$siblingDisjointExceptions TYPE OTHER-TYPE).
> guid: bd58efca-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SiblingDisjointCollectionType #$AtemporalNecessarilyEssentialCollectionType #$SecondOrderCollection
> direct specialization of: #$FirstOrderCollection
> direct generalization of: #$ControllableAutonomousActionType

#$granuleOfTemporalStuff granule of temporal stuff **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$granuleOfTemporalStuff STUFFTYPE OBJTYPE) means that the collection STUFFTYPE has as its temporal granules (or granularity level) the collection OBJTYPE. If some collection is temporally stuff-like, that means that the instances of that collection can be divided temporally, and the temporal slices remaining will still be instances of that collection; e.g., a time slice of some instance of #$Person is still a person, and a temporal slice of a walking process is still a walking process (cf. #$TemporalStuffType). Such division cannot always go on indefinitely, however: eventually, division of something temporally stuff-like will result in the temporally object-like 'granules' out of which the stuff-like thing is composed. For instances, division of a walking process would eventually result in individual steps. At this level of division or below, the remaining temporal slices do NOT count as instances of the temporal stuff-type from which they were divided. This may seem counter-intuitive, but since the individual temporal granules of a temporal stuff typically do NOT have most of the properties that the groups made of the granules have (including the property of being temporally stuff-like), we do not count the individual granules as instances of the collection of which they are granules. See also #$granuleOfSpatialStuff.
> guid: bd58da24-9c29-11b1-9dad-c379636f7270
> direct instance of: #$BinaryPredicate
> direct specialization of: #$granuleOfStuff #$disjointWith

#$granuleOfSpatialStuff granule of spatial stuff **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$granuleOfSpatialStuff STUFFTYPE OBJTYPE) means that the collection STUFFTYPE has as its spatial granules (or granularity level) the collection OBJTYPE. If some collection is spatially stuff-like, that means that the instances of that collection can be divided spatially, and the physical portions remaining will still be instances of that collection; e.g., a physical portion of some instance of #$SandMob is still sand (cf. #$ExistingStuffType). Such division cannot go on indefinitely in this way, however: eventually, division of something spatially stuff-like will result in the object-like 'granules' out of which the stuff-like thing is composed. For instances, division of sand would eventually result in individual grains of sand, division of water would eventually get down to individual molecules of water, etc. Below this level of division, the remaining physical portions do NOT count as instances of the stuff-type from which they were divided. _At_ this level of division, things may go one way or another: a single molecule of water is #$Water (at least if we stick by the necessary identity of water and H2O), whereas a single grain of sand is not plausibly sand.
> guid: bd58c3c4-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FunctionalPredicate #$BinaryPredicate
> direct specialization of: #$granuleOfStuff

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