Triple

T5432912
Position Surface form Disambiguated ID Type / Status
Subject Metal E121537 entity
Predicate uses P98 FINISHED
Object Metal Shading Language E216047 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: Metal Shading Language | Statement: [Metal, uses, Metal Shading Language]
NED1 Entity disambiguation (via context triple) gpt-5-mini-2025-08-07
Target entity: Metal Shading Language
Context triple: [Metal, uses, Metal Shading Language]
  • A. Metal Shading Language chosen
    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.
  • B. 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.
  • C. Metal Performance Shaders
    Metal Performance Shaders is a high-performance framework in Apple’s Metal ecosystem that provides highly optimized GPU-accelerated compute and graphics kernels for tasks like image processing, machine learning, and linear algebra.
  • D. GLSL
    GLSL (OpenGL Shading Language) is a C-like programming language used to write programmable shaders for graphics pipelines in OpenGL and WebGL.
  • E. NVIDIA OptiX
    NVIDIA OptiX is a GPU-accelerated, programmable ray tracing engine and API from NVIDIA used to build high-performance, photorealistic rendering and simulation applications.
  • 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_69bd463c65f0819082ee6483ab4b466a completed March 20, 2026, 1:06 p.m.
NER Named-entity recognition batch_69bd8840ade481909dae2eecc77d73b8 completed March 20, 2026, 5:47 p.m.
NED1 Entity disambiguation (via context triple) batch_69bf41284998819096667ae70180e067 completed March 22, 2026, 1:08 a.m.
Created at: March 20, 2026, 2:06 p.m.