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gf-3.1.6: examples/SUMO/Merge.gf

-- # -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 ;
}