skateboard_deck.n.01



Directly Mapped Categories

Name Synset Objects
skateboard_deck skateboard_deck.n.01 1

Directly Mapped Objects

Object Category Synset Task Relevant Missing Meta Links Used Rooms Ready?

All Descendant Objects (including Direct)

Object Category Synset Task Relevant Missing Meta Links Used Rooms Ready?
skateboard_deck-tgfidu skateboard_deck skateboard_deck.n.01 True 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
clean_skateboard_bearings-0 bed.n.01, floor.n.01, grease.n.01, liquid_soap.n.01, liquid_soap__bottle.n.01, rag.n.01, sink.n.01, skateboard_deck.n.01, skateboard_wheel.n.01, water.n.06, hotel_suite_large, hotel_suite_small, house_double_floor_upper, house_single_floor, attached, ontop, insource, covered, filled, transition, visual substance, physical substance, attachment, cloth,

Transitions

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

Transition Graph

graph TD; recipe-skateboard_deckn01-washer-cover(recipe: skateboard_deck.n.01-washer-cover); skateboard_deckn01(skateboard_deck.n.01); washern03(washer.n.03); watern06(water.n.06); recipe-skateboard_deckn01-washer-cover --> skateboard_deckn01; recipe-skateboard_deckn01-washer-cover --> watern06; skateboard_deckn01 --> recipe-skateboard_deckn01-washer-cover; washern03 --> recipe-skateboard_deckn01-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 --> skateboard_deck.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 skateboard_deck.n.01 "/knowledgebase/synsets/skateboard_deck.n.01/" "Synset details page"; class skateboard_deck.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 skateboard_deck.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