Why has Pellet inferred an inconsistant "Nothing" subclass with infinite "Entailment" justifications? - owl

I'm learning OWL 2.0 using Protégé 4.0 and Pellet 2.2, and I'm trying to understand underlying concepts progressively.
So, starting with class hierarchies, I made one class "Cat" as a SubClassOf "Things".
If I start Pellet, everything works fine, but if I DL query "Cat", I have Directsubclasses "Nothing" and Subclasses "Nothing" appearing in red.
What does it mean?
Why is it red?
Justifications are like :
Explanation for: Nothing SubClassOf Cat
<Entailment1252345325436>SubClassOf Nothing and (not (Cat))
What does it mean?
Why are there like an infinity of these "Entailment" justifications (I mean I only created 1 class).
Is there an error I made I have to correct to avoid this phenomenon? Or should I just don't care about it?
Thank you ^_^!

Nothing is the empty class, sometimes written as &bottom; in DL notation. In most cases, if you have a class that's equivalent to Nothing, it's a modeling error. E.g., if you accidentally define
Car EquivalentClass (hasDoors exactly 2)
Car EquivalentClass (hasDoors exactly 4)
you'll find that Car is now equivalent to Nothing because something can't have exactly 2 and exactly 4 doors. That's an accident. There's nothing logically incorrect with it, but usually you don't want your classes to necessarily be empty. So, Protege shows necessarily empty classes in red.
Of course, the empty class, Nothing, is a subclass of every class, just like the empty set is a subset of every set, and it's necessarily empty.
So, there's actually nothing wrong with what you're seeing. Nothing should be red, and it should be a subclass of every class. Everything is working the way that it should.

Related

Using Same Object Property between Multiple Classes

I tried to use the same object property between multiple classes, but I got a warning that the same object property has been set multiple times as follows, can you please let me know what is wrong with that and how to solve it? Does this restrict reasoning later on (i.e. confuse the reasoner since the same object property is set multiple times)?
Thanks
Contrary to the comments it actually is very problematic to use the same object property between multiple classes.
What you don't see in your visualization is that in RDF/OWL, the starting point of your relation arrows is modelled as rdfs:domain and the target point of the arrows is modelled as rdfs:range.
The semantic of an OWL class is that it is a set of individuals and rdfs:domain and rdfs:range specify the domain, respectively range of a relation. That is, they specify the sets of allowed values in subject, respectively object position of a triple with that relation in the predicate position.
If you express your example in RDF Turtle it would look like this:
:hasPart rdfs:domain :ClassA, :ClassB;
rdfs:range :ClassB, :ClassC, :ClassD.
This causes multiple problems:
Intersection
The semantic of multiple domains, respectively ranges, is the intersection of those classes, not the union!
Even if we disregard the relation between :ClassB and :ClassD, this means :hasPart is only allowed by individuals that are instances of class C and class D at the same time!
For example, lets say class A is "car", class B is "tire" and class C is "motor". Now you want to say that a car can have tires and motors but what you actually specify is that a car can only have things that are a motor and a tire at the same time!
Unwanted but allowed usage
If you fix the first problem but specifying the union instead of the intersection, it will be very messy in serialized RDF because you need a large amount of triples to represent OWL restrictions such as unions. But even if you do that, you could now connect an instance of class A with an instance of class D, which is not allowed in the image.
Solution
The solution is simple, just separate those relations, for example into :hasB, :hasC and :hasD, although in a real scenario you can probably find a more suitable naming scheme, where the "has" prefix is often not used. For example, in DBpedia, the property for the country of a city is expressed using dbo:country, not dbo:hasCountry.

Protege: reasoner HermiT won't complain about unmet assertion; why? [duplicate]

I think I am going crazy! I have followed the various tutorials for Owl and Protege and still cannot figure out the answer. Use case is simple. I have defined a class called ‘Person’. I have defined a data property called hasFirstName. I have added a ‘subclass of’ restriction to Person like this : ‘hasFirstName exactly 1 string’. I have also added an individual called Alex of type Person, and have not added the hasFirstName property. I expect the reasoner to complain as I have specified the cardinality of 1, and asserted that Alex is a Person, but have not added the property value to Alex individual, yet the reasoner does not complain. If however I add two statements e.g. hasFirstName ‘Alex’ and hasFirstName ‘John’ then I get a complain. What I am doing wrong? Any help will be most appreciated, thanks.
There's no inconsistency in the first case. OWL makes the open world assumption, which means that something being unknown is different from it being known to be true or known to be false. Your username, at the time I'm writing this answer is user3552593. I'm relatively confident that you have a name, and that's not inconsistent with the fact that I don't know what it is yet.
By saying that
Person &sqsubseteq; =1 hasFirstName.String
and that
Alex : Person
you can infer that
Alex : =1 hasFirstName.String
There's nothing inconsistent with that; Alex, by virtue of Alex's personhood, has exactly one first name—we just don't know what it is yet.

What is the main difference between instances and sub-classes?

This question is about Ontologies , I am implementing an ontology about potential physical attacks on wireless sensors as devices.
I created class Modification_Attack meaning attacks which modify in the sensor itself. I created Programming_Modification as an instance of this class, is this logical, is it better a sub-class or neither an instance nor a sub-class?
What is the main difference between instances and sub-classes?
This question isn't really unique to OWL ontologies; it comes up in object-oriented programming, and in set theory in mathematics. A class is a collection of its members. E.g.,
Person ≡ { person1, person2, … }
Suppose you have another class:
TallPerson ≡ { person63, person102, … }
A class A is a subclass of the class B if every element of A is also an element of B:
(A &subseteq; B) ≡ (x &in; A &rightarrow; x &in; B)
So, for instance, if every member of TallPerson is also a member of Person, then TallPerson is a subclass of Person.
I created class Modification_Attack meaning attacks which modify in
the sensor itself.I created Programming_Modification as an instance of
this class , is this logical , is it better a sub-class or neither an
instance nor a sub-class?
This is a choice that you need to make. It really depends on the context and how you intend to use the ontology. If you're observing attacks in the wild and trying to categorize them, you probably want a subclass, but you'll want to have instances of Programming_Modification. That is, you'll want something like:
Programming_Modification ≡ { attack24, attack89, … }
But if you've got some other kind of use case, where you you want to talk about Programming_Modification as a single entity, then it might make more sense for it to be an individual.
I have been thinking through the same issue. And I think the same thing can be both an instance and a subclass depending on whether you plan to use it conceptually or not, which can be simplified to whether you would describe it using the or a.
For example, I am working on a materials ontology, where the main class is Material. A particular type of material is Steel. If I say the steel then steel an instance of Material. If I say a steel then Steel is a subclass of Material. Further, steel is an instance of Steel. And it would be more appropriate to also give it some kind of meaningful identifier like steel-1.
It all seems to come down whether you are using a term as a conceptual class or as a name for some instance of that class. In your case, I think it would probably be more appropriate to say Programming_Modification is a subclass as you could probably have many of such modifications which you would refer to as the first Programming_Modification or the second Programming_Modification . Would love to see what you came up with though if you have a solution.

Whys is it a bad idea to have an Object[] array?

I was explaining to a friend a few days ago the concept or inheritance and containers.
He has very little programming knowledge so it was really just a friendly chat.
During the conversation he came to me with a question that i just couldn't answer.
"Why cant you just have an array of the top level class, and add anything to it"
I know this is a bad idea having being told so before by someone far smarter but for the life of me i couldn't remember why.
I mean we do it all the time with inheritance.
Say we have class animal which is parent of cat and dog. If we need a container of both of these we make the array of type animal.
So lets say we didn't have that inheritance link, couldn't we just use the base object class and have everything in the one container.
No specific programming language.
Syntactically, there is no problem with this. By declaring an array of a specific type, you are giving implicit information about the contents of that array. You could well declare a contain of Object instances, but it means you lose all the type information of the original class at compile-time.
It also means that each time you get an object out of the array at runtime, the only field instances and methods you know exist are the fields/methods of Object (which arguably is a compile time problem). To use any of the fields and methods of more specific subclasses of the object, you'd have to cast.
Alternatively, to find out the specific class at runtime you'd have to use features like reflection which are overkill for the majority of cases.
When you take elements out of the container you want to have some guarantees as to what can be done with them. If all elements of the container are returned as instances of Animal (remember here that instances of Dog are also instances of Animal) then you know that they can do all the things that Animals can do (which is more things than what all Objects can do).
Maybe, we do it in programming for the same reason as in Biology? Reptiles and Whales are animals, but they are quite different.
It depends on the situation, but without context, it's definitely okay in most (if not all) object-oriented languages to have an array of a base type (that is, as long as they follow all the substitution principles) containing various instances of different derived types.
Object arrays exist in certain cases in most languages. The problem is that whenever you want to use them, you need to remember what type they were, and stay casting them or whatever.
It also makes the code very horrible to follow and even more horrible to extend, not to mention error prone.
Plant myplant = new Plant();
listOfAnimals.Add(myplant);
would work if the list is object, but you'd get a compile time error if it was Animal.

OOP Best Practices When One Object Needs to Modify Another

(this is a C-like environment) Say I have two instance objects, a car and a bodyShop. The car has a color iVar and corresponding accesors. The bodyShop has a method named "paintCar" that will take in a car object and change its color.
As far as implementation, in order to get the bodyShop to actually be able to change a car object's color, I see two ways to go about it.
Use the "&" operator to pass in a pointer to the car. Then the bodyShop can either tell the car to perform some method that it has to change color, or it can use the car's accessors directly.
Pass in the car object by value, do the same sort of thing to get the color changed, then have the method return a car object with a new color. Then assign the original car object to the new car object.
Option 1 seems more straightforward to me, but I'm wondering if it is in-line with OOP best practices. In general for "maximum OOP", is the "&" operator good or bad? Or, maybe I'm completely missing a better option that would make this super OOPer. Please advise :)
Option 1 is prefered:
The bodyShop can either tell the car
to perform some method that it has to
change color, or it can use the car's
accessors directly.
Even better still...create an IPaintable interface. Have Car implement IPaintable. Have BodyShop depend on IPaintable instead of Car. The benefits of this are:
Now BodyShop can paint anything that implements IPaintable (Cars, Boats, Planes, Scooters)
BodyShop is no longer tightly coupled to Car.
BodyShop has a more testable design.
I would assume that the responsibility of the bodyShop is to modify car objects, so #1 seems like the right way to go to me. I've never used a language where the "&" operator is necessary. Normally, my bodyShop object would call car.setColor(newColor) and that would be that. This way you don't have to worry about the rest of the original car's attributes, including persistence issues - you just leave them alone.
Since you're interested in the best OOP practice, you should ignore the performance hit you get with option 2. The only things you should be interested in is do either option unnecessarily increase coupling between the two classes, is encapsulation violated and is identity preserved.
Given this, option 2 is less desirable since you can't determine which other objects are holding references to the original car or worse, contain the car. In short you violate the identity constraint since two objects in the system may have different ideas of the state of the car. You run the risk of making the overall system inconsistent.
Of-course your particular environment may avoid this but it certainly would be best practice to avoid it.
Last point, does your bodyShop object have state; behaviour and identity? I realise that you have explained only the minimum necessary but possibly the bodyShop isn't really an object.
Functional v OO approaches
As an interesting aside, option 2 would close to the approach in a functional programming environment - since state changes are not allowed, your only approach would be to create a new car if it's colour changed. That's not quite what you're suggesting but it's close.
That may sound like complete overkill but it does have some interesting implications for proving the correctness of the code and parallelism.
Option 1 wins for me. The & operator is implicit in many OO languages (like Java, Python etc). You don't use "passing by value" in that languages often - only primitive types are passed in that way.
Option 2 comes with multiple problems: You might have a collection of cars, and some function unaware of it might send a car to bodyShop for painting, receive new car in return and don't update your collection of cars. See? And from more ideologic point of view - you don't create new object each time you want to modify it in real world - why should you do so in virtual one? This will lead to confusion, because it's just counterintuitive. :-)
I am not sure what this "C-like environment" mean. In C, you need this:
int paintCar(const bodyShop_t *bs, car_t *car);
where you modify the contents pointed by car. For big struct in C, you should always pass the pointer, rather than the value to a function. So, use solution 1 (if by "&" you mean the C operator).
I too agree with the first 1. I can't say it's best practice because i'm never really sure what best practice is in other peoples minds... I can tell you that best practice in my mind is the most simple method that works for the job. I've also seen this aproach taken in the hunspell win api and other c-ish api's that i've had to use. So yea i agree with scott.
http://hunspell.sourceforge.net/
//just in-case your interested in looking at other peoples code
It depends on whether the body shop's method can fail and leave the car in an indeterminate state. In that case, you're better off operating on a copy of the car, or a copy of all relevant attributes of the car. Then, only when the operation succeeds, you copy those values to the car. So you end up assigning the new car to the old car within the body shop method. Doing this correctly is necessary for exception safety in C++, and can get nasty.
It's also possible and sometimes desirable to use the other pattern - returning a new object on modification. This is useful for interactive systems which require Undo/Redo, backtracking search, and for anything involving modelling how a system of objects evolves over time.
In addition to other optinions, option 1 lets paintCar method return a completion code that indicates if the car has changed the color successfully or there were problems with it

Resources