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Chad Dionis

 Tutorial 1 - Part 5 - Step 4 
The final step is to map the verb string to a transaction.

Select the Verb Transaction Table table link from the main page. Then click on the Add a new Verb Transaction link. In the dialog, enter the verb string from the example sentence: have and the transaction id generated from the previous step. This tells the system, for the verb have, execute this transaction.

The resulting table should look like the following:

ActionsVerb IdVerb StringMood TypeTransaction Id
2 have Information 2

From the Verb Transaction Table screen, the next step is to add constraints to the frame variables that the verb can process. This helps the system determine which sense of a verb should use. For example, the verb string run may have two entries in the Verb Transaction table. Each row will have a unique Verb Id, generated by the system. When the system looks in this table to determine which transaction to execute, the table will match two rows. The Verb Constraints placed on the Verb will determine which of the two rows to use.

A Verb Constraint narrows the subtree in the Object Hierarchy that each frame variable can be a part of. In our example, run could mean to either perform a task, such as run an errand. Or to execute a computer program, such as run the word processor. To indicate to the system which sense of run should be used, a Verb Constraint will be added to each Verb Transaction. The Verb Constraint will constrain the Direct Object frame variable to either an errand or a computer program.

In the tutorial example, we only have one verb in the system, therefore the Verb Constraint will allow any object in the two Frame variables.

To enter a new Verb Constraint, select the edit icon from the new Verb Transaction added in this step. This will display the Edit Verb Transaction screen. At the bottom, select Add a new Verb Constraint link. In the dialog, add the following constraints on the actor and object frame slots.

The resulting table should look like the following:

ActionsFrame SlotObject Id
actor 1
object 1

The above table tells the system that any object in the Object Hierarchy could appear in the actor and object frame slots. Since one is the root of Object Hierarchy, every object is a child of one, and matches the contraint.

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Last modified: September 22 2002 00:41:09
© 2002 Fido Development Team