Triple

T14423536
Position Surface form Disambiguated ID Type / Status
Subject GLSL E357640 entity
Predicate fullName P16 FINISHED
Object OpenGL Shading Language E357640 NE FINISHED

How this triple was built (2 steps)

Every LLM step that produced this triple, in pipeline order — named-entity classification, the disambiguation choices (the exact options shown, with the pick highlighted), and the generated description. The batch + timestamp of each is in the Provenance table below.

NER Named-entity recognition gpt-5-mini
Instruction
Given a phrase, classify it is english named entity (e.g., persons, organizations, works of art) in Latin script, or not (e.g., literals, dates, URLs, verbose phrases). For disambiguation, the statement where the phrase occurs as object is also given. Please return a JSON object with `phrase` (string, the phrase being analyzed) and `is_ne` (boolean, indicating whether the phrase is a Named Entity).
Input
Phrase: OpenGL Shading Language | Statement: [GLSL, fullName, OpenGL Shading Language]
NED1 Entity disambiguation (via context triple) gpt-5-mini-2025-08-07
Target entity: OpenGL Shading Language
Context triple: [GLSL, fullName, OpenGL Shading Language]
  • A. GLSL chosen
    GLSL (OpenGL Shading Language) is a C-like programming language used to write programmable shaders for graphics pipelines in OpenGL and WebGL.
  • B. Metal Shading Language
    Metal Shading Language is Apple’s C++-like GPU programming language used to write high-performance graphics and compute shaders for the Metal framework on iOS, macOS, and related platforms.
  • C. OpenGL
    OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics, widely used in games, simulations, and professional visualization.
  • D. HLSL
    HLSL (High-Level Shading Language) is Microsoft's C-like programming language used to write shaders for real-time graphics on GPUs, primarily in the DirectX ecosystem.
  • E. Cg
    Cg is a high-level shading language developed by NVIDIA for programming graphics processing units, similar in design and purpose to HLSL.
  • F. None of above.
  • G. Unsure - the case is ambiguous/there is not enough information to decide.

Provenance (3 batches)

The batch behind each pipeline step, in order, with when it ran. Timestamps are batch-level — stages were processed in waves, so the object chain (NER → NED1 → NEDg → NED2) reads in order, but predicate / elicitation batches can sit in a different wave.

Step Stage Batch ID Status When
creating Elicitation batch_69d82793421c8190861eb0e673b085de completed April 9, 2026, 10:26 p.m.
NER Named-entity recognition batch_69de91123f848190ba3fb18a76c2d24c completed April 14, 2026, 7:10 p.m.
NED1 Entity disambiguation (via context triple) batch_69fd5bcd2a908190ad7d5ebf11b41551 completed May 8, 2026, 3:43 a.m.
Created at: April 10, 2026, 1:18 a.m.