desk_bracket.n.01



Directly Mapped Categories

Name Synset Objects
desk_bracket desk_bracket.n.01 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?
desk_bracket-lwqwre desk_bracket desk_bracket.n.01 True MetaLink(name='attachment'), MetaLink(name='collision'), 0 True

Properties

Property Name
attachable
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 attached
Used in Predicate ontop

Tasks

Task Name Synsets Matched Scenes Predicates Required Features
assembling_furniture-0 desk_bracket.n.01, desk_leg.n.01, desk_top.n.01, floor.n.01, Beechwood_0_garden, Beechwood_0_int, Benevolence_1_int, Ihlen_0_int, Ihlen_1_int, Merom_0_garden, Merom_0_int, Merom_1_int, Pomaria_1_int, Rs_garden, Rs_int, Wainscott_0_garden, Wainscott_0_int, house_double_floor_lower, house_single_floor, ontop, attached, transition, visual substance, physical substance, attachment, cloth,

Transitions

washer.n.03,
Transition Name Input Synsets Machine Synsets Output Synsets
desk_bracket.n.01-washer-cover desk_bracket.n.01, desk_bracket.n.01, water.n.06,

Transition Graph

graph TD; recipe-desk_bracketn01-washer-cover(recipe: desk_bracket.n.01-washer-cover); desk_bracketn01(desk_bracket.n.01); washern03(washer.n.03); watern06(water.n.06); recipe-desk_bracketn01-washer-cover --> desk_bracketn01; recipe-desk_bracketn01-washer-cover --> watern06; desk_bracketn01 --> recipe-desk_bracketn01-washer-cover; washern03 --> recipe-desk_bracketn01-washer-cover;

Related Synsets

graph TD; classDef success fill:#28a745,color:#fff; classDef warning fill:#ffc107,color:#fff; classDef danger fill:#dc3545,color:#fff; component.n.03 --> desk_bracket.n.01; part.n.02 --> component.n.03; object.n.01 --> part.n.02; physical_entity.n.01 --> object.n.01; entity.n.01 --> physical_entity.n.01; click component.n.03 "/knowledgebase/synsets/component.n.03/" "Synset details page"; class component.n.03 success; click desk_bracket.n.01 "/knowledgebase/synsets/desk_bracket.n.01/" "Synset details page"; class desk_bracket.n.01 success; click part.n.02 "/knowledgebase/synsets/part.n.02/" "Synset details page"; class part.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 desk_bracket.n.01 stroke:#333,stroke-width:2px;

Ancestor Synsets

Name State Definition
component.n.03 Matched an artifact that is one of the individual parts of which a composite entity is made up; especially a part that can be separated from or attached to a system
entity.n.01 Matched that which is perceived or known or inferred to have its own distinct existence (living or nonliving)
object.n.01 Matched a tangible and visible entity; an entity that can cast a shadow
part.n.02 Matched something less than the whole of a human artifact
physical_entity.n.01 Matched an entity that has physical existence

Parent Synsets

Name State Definition
component.n.03 Matched an artifact that is one of the individual parts of which a composite entity is made up; especially a part that can be separated from or attached to a system

Children Synsets

Name State Definition