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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:
| Actions | Verb Id | Verb String | Mood Type | Transaction 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:
| Actions | Frame Slot | Object 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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