board.n.02

a stout length of sawn timber; made in a wide variety of sizes and used for many purposes



Directly Mapped Categories

Name Synset Objects
board board.n.02 1

Directly Mapped Objects

Object Category Synset Task Relevant Meta Links Used Rooms Ready?

All Descendant Objects (including Direct)

Object Category Synset Task Relevant Meta Links Used Rooms Ready?
board-fxugbm board board.n.02 True collision, 0 True

Properties

Property Name
disinfectable
dustyable
grassyable
moldyable
nonSubstance
rigidBody
rustable
scratchable
stainable
stickyable
tarnishable
wetable
wrinkleable

Uses

Usage Type Status
Used as Substance NO
Used as Non-Substance YES
Used as Fillable NO
Used in Predicate covered
Used in Predicate ontop

Tasks

Task Name Synsets Matched Scenes Predicates Required Features
clean_decking-0 ashcan.n.01, bleaching_agent.n.01, bleaching_agent__atomizer.n.01, board.n.02, entire_leaf.n.01, floor.n.01, liquid_soap.n.01, liquid_soap__bottle.n.01, mud.n.03, rail_fence.n.01, scrub_brush.n.01, water.n.06, watering_can.n.01, Beechwood_0_garden, Merom_0_garden, Pomaria_0_garden, Rs_garden, Wainscott_0_garden, house_double_floor_lower, house_single_floor, filled, ontop, insource, inside, covered, visual substance, physical substance,

Transitions

Transition Name Input Synsets Machine Synsets Output Synsets
board.n.02-washer-cover board.n.02, washer.n.03, water.n.06, board.n.02,

Transition Graph

graph TD; recipe-boardn02-washer-cover(recipe: board.n.02-washer-cover); boardn02(board.n.02); washern03(washer.n.03); watern06(water.n.06); recipe-boardn02-washer-cover --> watern06; recipe-boardn02-washer-cover --> boardn02; boardn02 --> recipe-boardn02-washer-cover; washern03 --> recipe-boardn02-washer-cover;

Related Synsets

graph TD; classDef success fill:#28a745,color:#fff; classDef warning fill:#ffc107,color:#fff; classDef danger fill:#dc3545,color:#fff; lumber.n.01 --> board.n.02; building_material.n.01 --> lumber.n.01; artifact.n.01 --> building_material.n.01; whole.n.02 --> artifact.n.01; object.n.01 --> whole.n.02; physical_entity.n.01 --> object.n.01; entity.n.01 --> physical_entity.n.01; click lumber.n.01 "/knowledgebase/synsets/lumber.n.01/" "Synset details page"; class lumber.n.01 success; click board.n.02 "/knowledgebase/synsets/board.n.02/" "Synset details page"; class board.n.02 success; click building_material.n.01 "/knowledgebase/synsets/building_material.n.01/" "Synset details page"; class building_material.n.01 success; click artifact.n.01 "/knowledgebase/synsets/artifact.n.01/" "Synset details page"; class artifact.n.01 success; click whole.n.02 "/knowledgebase/synsets/whole.n.02/" "Synset details page"; class whole.n.02 success; click object.n.01 "/knowledgebase/synsets/object.n.01/" "Synset details page"; class object.n.01 success; click physical_entity.n.01 "/knowledgebase/synsets/physical_entity.n.01/" "Synset details page"; class physical_entity.n.01 success; click entity.n.01 "/knowledgebase/synsets/entity.n.01/" "Synset details page"; class entity.n.01 success; style board.n.02 stroke:#333,stroke-width:2px;

Ancestor Synsets

Name State Definition
artifact.n.01 Matched a man-made object taken as a whole
building_material.n.01 Matched material used for constructing buildings
entity.n.01 Matched that which is perceived or known or inferred to have its own distinct existence (living or nonliving)
lumber.n.01 Matched the wood of trees cut and prepared for use as building material
object.n.01 Matched a tangible and visible entity; an entity that can cast a shadow
physical_entity.n.01 Matched an entity that has physical existence
whole.n.02 Matched an assemblage of parts that is regarded as a single entity

Parent Synsets

Name State Definition
lumber.n.01 Matched the wood of trees cut and prepared for use as building material

Children Synsets

Name State Definition