Essence Elements – e2
Like the mappings of the elements via the Periodic Table and better understanding of the building blocks of life using DNA Sequencing, MindAptiv has invented a Semantic Periodic Chart for Computing. We use its 256 Essence Elements to map human expressed meanings to the fullness of what computing can do. By offering interaction methods as Skills made from packages of Essence Elements, we have developed a system that let’s you choose how you express your wants, and a tiny Essence Agent generates code to produce machine behaviors in real-time.
Ways Humanity Communicates Meaning

Programming languages are one of the ways that humanity instructs machines. In the real world, we use signs, symbols, semantics, syntactics and pragmatics to communicate meaning. Essence is so important because it provides the world with a powerful tool that enables mankind to choose Skills like Natural Language Processing (NLP), Natural Language Dialog (NLD), visual programming via drag-n-drop, as interaction methods. Interactions via Skills get interpreted and translated into machine behaviors in real-time.
Skills are made by combining Essence Elements with written code such as, AI algorithms, APIs, drivers, emulators, browser engines, virtual machines and more. The elements were designed with the goal in mind of accounting for the fullness of what computing can do. The Semantic Chart for Computing contains a comprehensive set of 256 elements that can be combined to map human meanings to machine behaviors. Accounting for behaviors associated with concepts such as, anger, fear, like, dislike, belief, sad, happy, culture, and empathy is not a consideration that engineers have historically made on a broad system-wide basis.

Two Essence Elements Combined to Mean All Elements and Meanings
1 – Recipe (Hx) – Assembly of ingredients to use in a larger definition. Dependent on other Formulas and results.
2 – Evaluate (Ha) – Knowledge Process, Resolve Links, Accept a Recipe of Definitions. Transforms data and code into ‘information’. Provides synchronizable, storable, and replayable information. Information can be compared for equality but not necessarily ordered. Evaluate processes data and code into the Equality-Comparable Information Form.
3 – More (Hi) – Greater, Bigger.
4 – Equal (He) – Equal, Same. Pronounced ‘ei’ or ‘ay’ like the long vowel ‘a’ in say or play (IPA e).
5 – No (Ho) – False, Fail, Disagree, Dissent.
6 – Less (Hu) – Lesser, Smaller.
7 – Yes (Hy) – True, Success, Agree, Affirmative.
8 – Create (Chz) – Make concrete
9 – Erase (Chx) – Make abstract
10 – Add (Cha) – Add into collection
11 – Remove (Chi) – Remove from a collection
12 – Guard (Che) – Permission, Authority, Protect Possession, Guard Ownership Rules
13 – Clone (Cho) – Copy, Store, Remember, Commit, Clone physical memory bytes used to hold information.
14 – Undo (Chu) – Remove changes, revert to an earlier set of info
15 – Change (Chy) – Change writes one or more values existing as information. Change replaces whatever value a piece of information had with another valid value. These operations are writes to an object uniquely based on how it is possible to alter it, such as high and low ranges, validation of names, and other parameters to determine if any clamping need be done.
16 – Condition (Yz) – Status chart symbol
17 – Schedule (Yx) – Schedule, Arrange timing.
18 – Begin (Ya) – Open. Start a process.
19 – End (Yi) – Close. Stop a process.
20 – Update (Ye) – On, Play, Activate, Go, Resume, Continue. Triangle continue (play) symbol
21 – Pause (Yo) – Off, Halt, Deactivate, Freeze, Wait. Double quote pause symbol
22 – Recycle (Yu) – Reuse, transfer assets to another purpose.
23 – Sync (Yy) – Synchronize changes based on dates or authority. Resolves differences between multiple sources. Request up to date values for information. To sample, to gather, fetch or otherwise accumulate values.
24 – First (Fz) – |< First in collection
25 – Last (Fx) – >| Last in collection
26 – Next (Fa) – >> Next
27 – Previous (Fi) – << Previous
28 – Current (Fe) – Now time, Updated to the Sync of the Context used. Examples include a ‘here location’ or ‘latest reference’.
29 – Count (Fo) – # Total Count
30 – Each (Fu) – For each, Iterate, map function, Enumerate {1..n}. Finite Sum. Iterate over all discrete elements, doing something for each element.
31 – Find (Fy) – Search Completionsz
32 – Operator (Zz) – Maps a numeric to another. Isolated, independent remapping operation. Unlike Nv as topic, there are no side effects to an operator. Numerical values go in and numerical values come out. No additional memory access required, unlike Methods, which may access various Thing’s Information.
33 – Complement (Zx) – Alternative. Portion Invert or Remainder as in 1-x. Complement represents the value or items that are not the value. Generally this turns around a number into its limit minus itself, such as 1-x if x is [0..1]. Thus a value and its complement sum to the entire range of possibilities.
34 – Negate (Za) – Negates value. Unlike complement, this is an inflection about an origin, typically 0, such as 0-x. Complement is the ‘remainder’ while Negate is the opposite.
35 – Reciprocal (Zi) – 1/x Reciprocal flips a value in order to be its multiplicative reciprocal aka 1/self.
36 – Difference (Ze) – – Difference, Numerical Subtraction.
37 – Increment (Zo) – + Increase, Numerical Addition.
38 – Multiply (Zu) – * Multiply, Numerical Scaling or division when complemented.
39 – Exponent (Zy) – ^ Exponent or Logarithm when complemented.
40 – 0 (Stz) – Zero 0x0. Infinity when Reciprocated. Kept separate from Empty for conceptual and functional advantages.
41 – 1 (Stx) – One 0x1
42 – 2 (Sta) – Two 0x2
43 – 3 (Sti) – Three 0x3
44 – 4 (Ste) – Four 0x4
45 – 5 (Sto) – Five 0x5
46 – 6 (Stu) – Six 0x6
47 – 7 (Sty) – Change writes one or more values existing as information. Change replaces whatever value a piece of information had with another valid value. These operations are writes to an object uniquely based on how it is possible to alter it, such as high and low ranges, validation of names, and other parameters to determine if any clamping need be done.
48 – 8 (Frz) – Eight 0x8
49 – 9 (Frx) – Nine 0x9
50 – 10 (Fra) – Ten 0xA Alpha
51 – 11 (Fri) – Eleven 0xB Beta
52 – 12 (Fre) – Twelve 0xC Gamma
53 – 13 (Fro) – Thirteen 0xD Delta
54 – 14 (Fru) – Fourteen 0xE Epsilon
54 – 14 (Fru) – Fourteen 0xE Epsilon
55 – 15 (Fry) – Fifteen 0xF Zeta
56 – Scarce (Swz) – Less than 5% of All
57 – Few (Swx) – Less than 25% of All
58 – Below Average (Swa) – More than 25% and less than 50%
59 – Average (Swi) – Centered 50% of a range of values
60 – Above Average (Swe) – More than 50% and less than 75%
61 – Many (Swo) – More than 75% of All
62 – Most (Swu) – More than 95% of All
63 – All (Swy) – 100% of Collection Count
64 – Container (Vz) – Subida. Holds additional values grouped into a singular Ida (Idea).
65 – Number (Vx) – Object used to count, measure or label. Quantity of integer or real or amount or normalized values
66 – Name (Va) – Names are a reference from an unknown set of possibles. Indicates how to find something.
67 – Quality (Vi) – Quality is a reference from a known set of possibles.
68 – Dimension (Ve) – Vector. Fixed size container, such as 2D, 3D, or 3 symbol combo.
69 – Portion (Vo) – Fraction, Percent, Degree, Amount used out of total.
70 – Unit (Vu) – Orderable Values, Quantum, Computational Metric, Discrete units of measurement at the same scale of representation. Units are how information is compared or ordered. Units are independent values evaluated from information. Ordered or ‘Atomic’ Units, such as a name expressed as a hash or a vector of numbers, must be capable of sorting via a comparison method and can be copied independently.
71 – Handle (Vy) – Index, Lookup, Indirection, or Address. Handles referencing a thought in the topic to use in a Situation. Handles are often abbreviations used to cram space and processing
72 – Imagine (Grz) – Theoretically possible, definable, and comparable with equality. If something is not imaginable, it is expressly Divine or inconceivable such as infinity plus one or divide by zero.
73 – Prove (Grx) – Rules Consistent. Correct. Not an Error. Information that is valid, represented
and abides by any logical constraints.
74 – Prepare (Gra) – Data Available. Information is fully accessible and not pending. No waiting or loading.
75 – Accept (Gri) – Data Validity, properly formed information. Can be trusted to be ‘info’ but not trusted to be a truth. Anything that be represented in a simulation existence as units of differentiation.
76 – Cause (Gre) – Implication, Why, Trigger, Therefore, Reason.
77 – Any (Gro) – Or, Also possible, In addition, as well, Alternate, Exception. Another way to make a statement true.
78 – Only (Gru) – Else, Either, Only one, Exclusive-Or, Xor, single truth only.
79 – Every (Gry) – And, Also required, in addition, as well as. Requires that the next statement follows for the entire expression to be true.
80 – Domain (Tz) – Theme, Content, Cosm, or World. Collection of possibilities as a unit.
81 – Possibility (Tx) – Possibility Content. Related content with a range of possible expressions. Content Limits. Stream of Collections. A possibility is a container of validated information. A possibility is a set of one or more units of information chosen to fit a purpose.
82 – Collection (Ta) – Set of zero or more info units representing the same idea.
83 – Element (Ti) – Parts. Ingredients. A singular idea of information expressed as a particular value.
84 – Instance (Te) – Instance. Cloned information that is now changing. An example is a specific value taken from a possibility.
85 – Information (To) – Information is generally one or more ‘value-units’ existing at any scale of detail. Actual bits of information represented at a single timeslice. Information is accessed as thoughts, such as a name or number or vector of numbers. Info may be compared with equality, but are not required to be ordered and may contain dependencies on other relational information or different metrics of representation.
86 – Relation (Tu) – Link, Binding, Association between two or more Values.
87 – Modifier (Ty) – Attribute, Characteristic, Adjective/Adverb, Qualifier, Refinement. Attributes add additional information to a .
88 – Topic (Nz) – Topic of Action. Using the topics’ thoughts, contexts, and units of work, this decribes processing.
89 – Decide (Nx) – If-Then, Logic, Determine True or False, Choose amongst various choices.
90 – Repeat (Na) – Loop until an ‘End’ conditions occurs or infinitely.
91 – Match (Ni) – Mapping. Act of determining if all information considered is the same. Useful for classifying and determining similarity as well as making terms like Copy information or Clone object.
92 – Choice (Ne) – Behavior path selected.
93 – Has-a (No) – Possession, Ownership, Attributes.
94 – As-a (Nu) – Map, Convert, Translate, Metaphor, convertible, slang
95 – Is-a (Ny) – part-of, membership
96 – Thing (Dz) – Named Entity, Existence, Presence. Package of Possibilities in an Spacetime existence. Presence describes a container for a thing, an existence, whether concrete or abstract. Presence means that its name can be referenced as an existence. Any Idea that exists and can be referenced in a Cosm.
97 – Design (Dx) – Blueprint, Specification, Requirement. Designs are the name ideas that are needed to define an Idea. Needed attributes for a Idea’s or Thing’s possibilities.
98 – Variant (Da) – Version, Edition, Permutation. Variation is a next set of changes. If no change, no pulse. Updates check if a pulse occurs. Sync clones changes in different minds for the same information pulse. Pulse updates its status relative to a current interval of a spacetime simulation
99 – Fate (Di) – Dice rolling. Reproducible Probability
100 – Default (De) – Typical, standard
101 – Ancestor (Do) – Creator, Parent, Same, Template
102 – Shared (Du) – Each. Four circles
103 – Unique (Dy) – Only. Exclusive. Star surrounded by three circles
104 – Goal (Sz) – Purpose, Intent, Goal. Why is the action occurring overall. Usually the ‘Abstract Topic’ goal.
105 – Situation (Sx) – Context, Setting, Configuration, Stage. Description of who, what, why and where.
106 – Self (Sa) – Narrator, Author, Thinker of the action who is processing the instructions.
107 – Subject (Si) – The agent of an action.
108 – Target (Se) – The direct object receiver of this action.
109 – Reference (So) – The indirect object of this action.
110 – Art (Su) – Context for Tek. Information for how a verb is performed. Context exist to transform information units into sentence modifiers.
111 – Tek (Sy) – Method. Tek is the bundle of methods and technology used to do work in a situation, whether Jobs, Services, Methods, or Operations. Tek defines how work is done.
112 – Think (Jz) – Mechanism of Change. Process State. Possibility of Awareness. Thinking contains topics, thoughts, and examples. This occurs in a Mind contained by a Guard.
113 – Record (Jx) – Discretely Grouped, Sequenced Records of Facts
114 – Signal (Ja) – Forms of Continuous Signal Samples
115 – Ability (Ji) – Abilities collecting instructions to describe Actions
115 – Ability (Ji) – Abilities collecting instructions to describe Actions
116 – Chronicle (Je) – Changes in time.
117 – Spacetime (Jo) – Container of space and time to simulate.
118 – Belief (Ju) – Collections of observations, opinions, and predictions.
119 – Idea (Jy) – Ideas collect sub-ideas down to the simplest concepts of informational constructs.
120 – Administer (Hrz) – Manage Work such as Host-Computer operations, Data-Processing tasks, Conditional evaluations, and resource balancing services
121 – Organize (Hrx) – Categorize and Order Information as services
122 – Communicate (Hra) – Talk, Input/Output, Buffer, Communicate, and send and receive messages. Device, Storage, and Data Stream communication services
123 – Simulate (Hri) – Reproduce Events in a Scene from a Permutation of Spacetime. Includes processing actions, whether thinking, doing, feeling, or other changes to data as services
124 – Symbolize (Hre) – Remap, Lookup, Translate or Interpret Meanings. Cultural and Symbolic translation and relating services.
125 – Calculate (Hro) – Calculate. Numerical solving or approximating services
126 – Temporalize (Hru) – Auralize, Time-dominant signal services such as Sound processing
127 – Spatialize (Hry) – Visualize, Space-dominant signal services such as Graphics processing
128 – Heading (Gz) – Z Forward dimension, Depth.
129 – Horizontal (Gx) – X Horizontal dimension, Width.
130 – Vertical (Ga) – Y Vertical dimension, Height.
131 – Time (Gi) – When. Past/future in time dimension W.
132 – Location (Ge) – Where. Space. Location in X, Y, & Z dimension.
133 – Direction (Go) – Direction, Arrow Pointing. Can be combined with dimensions to form Orientation, Aim, and more complicated frames of reference.
134 – Energy (Gu) – Ability to change information which is the ability of a system to perform work
135 – Matter (Gy) – Form of information that can be changed and retain its info-state. Able to reflect, transmit, & absorb energy since it has mass, volume, temperature, and other metrics.
136 – Work (Wz) – Work represents ongoing processing. Whether Jobs, Services, Methods, or Operations, work functions as effort to possibly change information.
137 – Force (Wx) – Source of Work. Form and magnitude of change. Can encompass scalars, vectors, fields, or other means of representing the resulting scale of change. Note that Power is then WxWa.
138 – Shape (Wa) – Measure a connection of geometries as a continuous existence. Form of the size sampled in space.^m:ai
139 – Speed (Wi) – Rate of Change. Derivative. Velocity.
140 – Propagation (We) – Shape Change. Propagation of all samples over time, integrating all changes in location, orientation, size, & pulse.
141 – Heat (Wo) – Activity level. Marker of heat based on speed of many associated things
142 – Attract (Wu) – Pull towards. Force to alter a metric. Negation is Repel or Push away.
143 – Accrue (Wy) – Integrate, Accumulate.
144 – Galaxy (Skz) – Realms of star systems
145 – Star (Skx) – Stellar body radiating
146 – Planet (Ska) – Sphere orbiting and receiving radiation
147 – Moon (Ski) – Small sphere orbiting larger
148 – Sky (Ske) – Atmosphere. Containing volume environment, such as a sky with cloud symbols.
149 – Land (Sko) – Ground, Land, Terrain. Contacting surface environment, such as land with mountain symbols
150 – Mantle (Sku) – Below the land and above the core is a partition of land that provides a defined unit of scale and space.
151 – Core (Sky) – Center of an existence. Nucleus. Innermost region.
152 – Point (Gwz) – Single Location
153 – Line (Gwx) – Continuous stream of point locations without area.
154 – Surface (Gwa) – Continuous stream of line locations without volume.
155 – Volume (Gwi) – Continuous stream of surface locations.
156 – Joined (Gwe) – Linked, hitched, pinned, appended. Jointed connection or interpenetrating.
157 – Adjacent (Gwo) – Resting contact between objects.
158 – Near (Gwu) – ~ Near distance relative to object’s scale and maximum speed.
159 – Far (Gwy) – !~ Far distance relative to object’s scale and maximum speed.
160 – Nuclear (Pz) – Nuclear and sub-nuclear/quantum forces holding.
161 – Electromagnetic (Px) – Electric current sensor
162 – Gravity (Pa) – A force that geophysically pulls toward another element
163 – Chemical (Pi) – Organizational identity sampled in space
164 – Pressure (Pe) – Sound, Atmospheric Pressure Differences in space, Wave Amplitudes sampled in time
165 – Spectrum (Po) – Color, Band of Energy, Wavelength sampled in space. Distribution of energy power versus wavelength
166 – Mechanical (Pu) – Impact, Tactile, Collision, Contact forces. Kinetic & Potential (elastic) Energy of Motion, Compression, and Stretch.
167 – Seme (Py) – Smallest unit of Meaning. Collected to form ‘memes’. Significance. Energetic unit of information. Implication. Evidence. A seme is a presenters.
168 – Solid (Spz) – Solid matter defined as rigid clustering of structure.
169 – Liquid (Spx) – Fluid matter defined as tension connected but mobile structure.
170 – Gas (Spa) – Gaseous matter defined as unconnected mobile structure
171 – Plasma (Spi) – Plasma matter defined as unconnected mobile structure with electron emission further altering structure.
172 – Changing (Spe) – Dynamic, Flux, can be modified
173 – Permanent (Spo) – Fixed, Static, unchanging.
174 – Chaos (Spu) – Randomized. Disassembled. Entropy. Many Fate Permutations.
175 – Order (Spy) – Sorted. Patterned. Extropy (Negentropy, Ectropy, Ektropy). Constrained Freedom of options. Rigid arrangement. Few Fate Permutations.
176 – Head (Bz) – Think. Thought production.
177 – Chest (Bx) – Endurance. Energy distribution.
178 – Abdomen (Ba) – Health, immune system, & energy extraction operations
179 – Arm (Bi) – Use, Wield, Dexterity.
180 – Hand (Be) – Manipulation
181 – Leg (Bo) – Agility
182 – Feet (Bu) – Move
183 – Skeleton (By) – Figure.
184 – Object (Kz) – Inactive Form. A named and known thing that does not act on its own
185 – Mind (Kx) – Information Form. Known information Processing. Formulas. Abstract generic model for a concrete specific brain. Minds process information.
186 – Body (Ka) – Sensory Form. Assembly of forms to occupy space and time. Stick Figure Icon.
187 – Spirit (Ki) – Choice Form. Belief information Processing. Behaviors. Agency in creating, modifying and using behaviors in a simulation. Contains all patterns and forms of possibilities.
188 – Sapient (Ke) – Face_Icon. A ‘person’, regardless of creature species. A ‘self-aware’ creature capable of turning ideas into symbols, performing abstract-thinking about existence, and searching for meaning beyond mere purpose. Typically sapients exist as sentients with various cultures, groups characterized by memes, and divergent tool use.
189 – Sentient (Ko) – Creature_Icon. Lifeform. Consciousness defined as ‘individual awareness of your unique thoughts, memories, feelings, sensations and environment.’ A sentient creature understands, categorizes, and responds to signals. Using memory, a sentient willfully plans actions according to its own goals.
190 – Place (Ku) – Signpost. A location in space that can contain other things. It must have enough information to be named distinctly from nearby things of a similar scale. A place name can be known by others
191 – Structure (Ky) – Model, Layout, House, etc. Building or assembly of objects that can contain other things
192 – Sense (Mz) – Interacts with an emission, whether energy, matter, or information.
193 – Emit (Mx) – Radiate something, commonly energy but possibly other concepts apply.
194 – Query (Ma) – Inquire, Probe, Ask, This creates a question or request for information reply when it follows something such as a place, thing or action.
195 – Take (Mi) – Consume, Ingest, Eat, Assimilate. Subject removes specific thing from target (focused sense, guard ownership transferred ).
196 – Give (Me) – Produce, Discharge, Eject, Purge. Subject adds specific thing to target (focused emit, guard ownership transferred ).
197 – Command (Mo) – Execute, Run, Direct, Demand Behavior. This creates a command or imperative direction to change behavior plans Commands are distinct from Queries since they demand an activity with a duration. Queries may never reply. The difference is useful in information sharing.
198 – Forget (Mu) – Halt, Drop, Abandon, Abort information and prevent recall.
199 – Consider (My) – Read. Load. Recall knowledge (or possibly find via a calculation).
200 – Detail (Brz) – Quality, Resolution, Fidelity or Samples per unit. Can be expressed as Resolution in meshed grid per unit or as latency in reaction time or timeline notch density.
201 – Flow (Brx) – Smoothness, Continuity, Degree of curvature or ‘change-of-change’, in relevant dimensions versus abrupt sharp breaks.
202 – Limit (Bra) – Clamp, Edge, Boundary, Margin, Outline.
203 – Lifecycle (Bri) – Animate. Live. Timeline, Animation, Life cycle, from begin to end.
204 – Spread (Bre) – Distribute, Value Balance, Exposure, Histogram of sampling.
205 – Complexity (Bro) – Density of variable instruction steps, amount of branches, decision points, or volume of unique variables. How complex is the logic and processing, whether arithmetic, logic, or memory transfer based.
208 – Compare (Krz) – Judge References/Values. Relates references and finds connections.
209 – Predict (Krx) – Judge Probability of Expectations, Estimation, Converge, Approaching Value, Anneal, Resolve, Settle upon. unit of meaning that generates further concepts, whether a fact, belief or chronological event sensed. Designed to be shared and represented similarly by different
210 – Precise (Kra) – Judge Accuracy of Expectations. Compares probability of predictions, regardless of satisfaction, fairness, or transparency
211 – Need (Kri) – Judge Needs. Meets needs to advance towards goals.
212 – Fair (Kre) – Judge Agreement. Contractually just and according to rules.
213 – Knowable (Kro) – Learnable, Eval ‘As-a’ ability to Understand. Has Idas to map to these Idas to process information and able to relate it to those shared Idas.
214 – Relevant (Kru) – Utility. Eval Relevance to a given reference.
215 – Familiar (Kry) – Ease of Understanding. Eval Valid Connections to reference.
216 – Anger (Rz) – Feeling Wronged. Expressing Hostility. Face looking resentful, upset
217 – Fear (Rx) – Scared. Face looking tense, nervous, anxious, terrified
218 – Dislike (Ra) – Disgust. Bad. Thumbs down.
219 – Like (Ri) – Approve, Desire, Delight, Good, Thumbs up.
220 – Empathy (Re) – Mirroring, Relating, Experientially Reflecting. Able to produce empathy for an experience.
221 – Interest (Ro) – Attentive, Interest, Curious.
222 – Sad (Ru) – Depressed, Unsatisfied. Face looking depressed, grieved
223 – Happy (Ry) – Complacent, Content, Satisfied. Face looking satisfied, optimistic
224 – Fly (Kwz) – Move through gases
225 – Swim (Kwx) – Move through liquids
226 – Dig (Kwa) – Move through solids
227 – Jump (Kwi) – Move off of surfaces
228 – Walk (Kwe) – Balanced-based movement on surfaces in directions perpendicular to gravity, including crawling, running, rolling, etc..
229 – Climb (Kwo) – Strength-based movement on surfaces in directions aligned to gravity.
230 – Circle (Kwu) – Encircle, Ring, Surround
231 – Pose (Kwy) – Align Shape Model, alter form to match another.
232 – Mark (Drz) – Aim. Select or Tag something for further refinement. Can also be to align a pointer, crosshairs, or projectile for aiming.
233 – Throw (Drx) – Launch object, calculate trajectory for indirect projection.
234 – Amuse (Dra) – Entertain, Captivate, Turns flat face into smile
235 – Pilot (Dri) – Navigate, Seek, Track, Steering wheel turning, drive, sail, optimal or finessed use.
236 – Evade (Dre) – Dodge, Avoid, Prevent, Defend.
237 – Contact (Dro) – Touch, Hit, Intersection, Catch, Strike, Swipe, Attack
238 – Message (Dru) – String language symbols to write a message. Use of Language dialog. Speaking mouth symbolizing communication
239 – Swap (Dry) – Trade, Exchange, based on an assessed value. Currency or monetary symbol symbolizing bargaining of goods.
240 – Make (Trz) – Screwdriver. Assemble. Generate.
241 – Break (Trx) – Sledgehammer. Disassemble. Make dysfunctional.
242 – Use (Tra) – Toggle Switch. Operate. Buttons pressing
243 – Fix (Tri) – Wrench. Repair
244 – Edit (Tre) – Crowbar, Pierce, Puncture, Open entry.
245 – Seal (Tro) – Lock, Clamps, Seal, Tighten, Close entry.
246 – Attach (Tru) – Connect, Bandage, Combine, Join, Seam, Unite, Duct tape gluing to other tools
247 – Extract (Try) – Saw, Salvage, Funnel, Filter, Distill, Purify.
248 – Session (Smz) – Communications Session. Exchange of information inside of boundaries.
249 – Result (Smx) – Answer, effect, reply, information used as a solution to a query.
250 – Offer (Sma) – GUI, Interface, Negotiate, contingent offering of a reward. Submit request. Desire. Communicate an attempt to negotiate for a Command. Commonly expressed as Bargaining, Persuading, Intimidating, or Fast-talking.
251 – Browse (Smi) – Cxp, Experience, Explore possibilities in a session.
252 – Investigate (Sme) – Progressively choose specific results in session
253 – Obscure (Smo) – Hiding a message. Attempts to deceive. Secret.
254 – Priority (Smu) – Weight, Importance, Defined Value. Describe Please. Describe Pleading. Communicating importance, particularly relative to a thanks or welcome confirmation or respectful/appreciative please in a message.
255 – — (Smy) – Reserved and not allowed in semantic or language representations.
Many of the 256 elements reflect behaviors that are difficult to retrofit into legacy platforms. Without functional equivalents in programming languages, each coder is left to figure out how to implement wanted behaviors. The results are typically subject to the knowledge and skills of the coders. That implies that what is wanted may not be developed, if coders don’t know how to create it or complexity makes the solution cost prohibitive. By leaving many desired behaviors to coders to implement, there is great inconsistency between different approaches across the software industry. Essence Elements offers a solution that can work with different developers and their mindsets, and different cultures that have their own shared expressions of meanings.
If the e2 descriptions and how they are organized look like what is needed to understand and speak human languages, it is because the elements are intended to be enunciated to assist with writing them. However, the point of creating Skills is so that no one must use these elements to understand, tweak, edit, and create software. The Essence Agent automatically does the mappings between humans and machines. As a secondary benefit, mapping Essence Elements to all languages becomes far easier given the semantic basis of our approach. We are excited about the universal language and creative potential that our approach makes possible.
Click here for a PDF version of the Semantic Periodic Chart for Computing

The Semantic Periodic Chart for Computing – Page 1

The Semantic Periodic Chart for Computing – Page 2

The Semantic Periodic Chart for Computing – Page 3

The Semantic Periodic Chart for Computing – Page 4
Wantware for the Masses
We are very excited about the future of computing powered by wantware. Wantware would not be possible without Essence Elements. We could not fully unleash the power of our technology without Skills that enable the masses to access the power of Essence Elements. After 2 years of focusing on Skills, we are now in the final stage of enabling humanity with wantware. This is a great time to explore strategic relationships that will provide world changing capabilities.