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sprite

Who acts: small picture, red light, Sprite, you, water sprite, costume · What happens: move around, flash, be, make, move, live · To what, where: computer game, fizzy drink brand, sprite, Scratch, ten steps, river · Speech: someone speaks here

«sprite» in the school dictionary: its 4 meanings for a pupil and its 7 examples, every sentence parsed by Mova itself — its syntax tree, a dependency tree in the style of Universal Dependencies, and its pragmatics clause by clause. The word in the dictionary, with its sense in the lessons: sprite in the school dictionary.

Meaning 1

A small magical creature like a fairy or elf in stories, often playful or mischievous.

The tree, 15 words
detamodamodcasedetnmodccconjcasenmodpunctadvmodparataxisccconjpunctrootADETsmallADJmagicalADJcreatureNOUNlikeADPaDETfairyNOUNorCCONJelfNOUNinADPstoriesNOUN,PUNCToftenADVplayfulADJorCCONJmischievousADJ.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1AaDETDefinite=Ind PronType=Art4 creaturedet
2smallsmallADJDegree=Pos4 creatureamod
3magicalmagicalADJDegree=Pos4 creatureamod
4creaturecreatureNOUNNumber=Singrootroot
5likelikeADP_7 fairycase
6aaDETDefinite=Ind PronType=Art7 fairydet
7fairyfairyNOUNNumber=Sing4 creaturenmod
8ororCCONJ_9 elfcc
9elfelfNOUNNumber=Sing7 fairyconj
10ininADP_11 storiescase
11storiesstoryNOUNNumber=Plur9 elfnmod
12,,PUNCT_14 playfulpunct
13oftenoftenADV_14 playfuladvmod
14playfulplayfulADJDegree=Pos4 creatureparataxis
15ororCCONJ_16 mischievouscc
16mischievousmischievousADJDegree=Pos14 playfulconj
17..PUNCT_4 creaturepunct

The frames reader finds no event or fact in this sentence.

Meaning 2

Usage: computing — kept apart, not parsed.

A small picture or character that moves around in a computer game, such as in Scratch.

The tree, 16 words
detamodccconjnsubjacl:relcladvmodcasedetcompoundoblpunctcasefixedfixednmod:unmarkedpunctrootADETsmallADJpictureNOUNorCCONJcharacterNOUNthatPRONmovesVERBaroundADVinADPaDETcomputerNOUNgameNOUN,PUNCTsuchADJasADPinADPScratchPROPN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1AaDETDefinite=Ind PronType=Art3 picturedet
2smallsmallADJDegree=Pos3 pictureamod
3picturepictureNOUNNumber=Singrootroot
4ororCCONJ_5 charactercc
5charactercharacterNOUNNumber=Sing3 pictureconj
6thatthatPRONPronType=Rel7 movesnsubj
7movesmoveVERBMood=Ind Number=Sing Person=3 Tense=Pres VerbForm=Fin3 pictureacl:relcl
8aroundaroundADV_7 movesadvmod
9ininADP_12 gamecase
10aaDETDefinite=Ind PronType=Art12 gamedet
11computercomputerNOUNNumber=Sing12 gamecompound
12gamegameNOUNNumber=Sing7 movesobl
13,,PUNCT_17 Scratchpunct
14suchsuchADJDegree=Pos ExtPos=ADP17 Scratchcase
15asasADP_14 suchfixed
16ininADP_14 suchfixed
17ScratchScratchPROPNNumber=Sing12 gamenmod:unmarked
18..PUNCT_3 picturepunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1move aroundpresenta small picture or charactera computer game such Scratcharound propertyvn roll-51.3.1 «NP V PP.trajectory»: agent=Theme in game=Trajectory

Meaning 3

Usage: science — kept apart, not parsed.

A rare flash of red light high above a thunderstorm.

detamodcaseamodnmodadvmodcasedetnmodpunctrootADETrareADJflashNOUNofADPredADJlightNOUNhighADVaboveADPaDETthunderstormNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1AaDETDefinite=Ind PronType=Art3 flashdet
2rarerareADJDegree=Pos3 flashamod
3flashflashNOUNNumber=Singrootroot
4ofofADP_6 lightcase
5redredADJDegree=Pos6 lightamod
6lightlightNOUNNumber=Sing3 flashnmod
7highhighADVDegree=Pos10 thunderstormadvmod
8aboveaboveADP_10 thunderstormcase
9aaDETDefinite=Ind PronType=Art10 thunderstormdet
10thunderstormthunderstormNOUNNumber=Sing6 lightnmod
11..PUNCT_3 flashpunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1flashred light above a thunderstormnom flash «event intransitive»: of=agent

Meaning 4

Sprite (with a capital S) is a lemon-lime fizzy drink brand.

The tree, 12 words
nsubjpunctcasedetapposcasepunctcopdetcompoundpunctnsubjamodcompoundpunctrootSpriteNOUN(PUNCTwithADPaDETcapitalNOUNSPART)PUNCTisAUXaDETlemonNOUN-PUNCTlimeNOUNfizzyADJdrinkNOUNbrandNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1SpritespriteNOUNNumber=Sing15 brandnsubj
2((PUNCT_5 capitalpunct
3withwithADP_5 capitalcase
4aaDETDefinite=Ind PronType=Art5 capitaldet
5capitalcapitalNOUNNumber=Sing1 Spriteappos
6S'sPARTTypo=Yes5 capitalcase
7))PUNCT_5 capitalpunct
8isbeAUXMood=Ind Number=Sing Person=3 Tense=Pres VerbForm=Fin15 brandcop
9aaDETDefinite=Ind PronType=Art15 branddet
10lemonlemonNOUNNumber=Sing12 limecompound
11--PUNCT_10 lemonpunct
12limelimeNOUNNumber=Sing15 brandnsubj
13fizzyfizzyADJDegree=Pos15 brandamod
14drinkdrinkNOUNNumber=Sing15 brandcompound
15brandbrandNOUNNumber=Singrootroot
16..PUNCT_15 brandpunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1is apresentSpritea fizzy drink brandtree rules

Example 1

In Scratch, make the sprite move ten steps.

caseoblpunctdetobjxcompnummodobjpunctrootInADPScratchNOUN,PUNCTmakeVERBtheDETspriteNOUNmoveVERBtenNUMstepsNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1IninADP_2 Scratchcase
2ScratchscratchNOUNNumber=Sing4 makeobl
3,,PUNCT_2 Scratchpunct
4makemakeVERBMood=Imp VerbForm=Finrootroot
5thetheDETDefinite=Def PronType=Art6 spritedet
6spritespriteNOUNNumber=Sing4 makeobj
7movemoveVERBVerbForm=Inf4 makexcomp
8tentenNUMNumForm=Word NumType=Card9 stepsnummod
9stepsstepNOUNNumber=Plur7 moveobj
10..PUNCT_4 makepunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1makeimperativeyou not said herethe spriteScratchtree rules
2moveinfinitivethe sprite not said hereten stepsvn roll-51.3.1 «NP V NP.theme»: agent=Agent step=Theme

Example 2

A water sprite lived in the river in the fairy tale.

detcompoundnsubjcasedetoblcasedetamodoblpunctrootADETwaterNOUNspriteNOUNlivedVERBinADPtheDETriverNOUNinADPtheDETfairyADJtaleNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1AaDETDefinite=Ind PronType=Art3 spritedet
2waterwaterNOUNNumber=Sing3 spritecompound
3spritespriteNOUNNumber=Sing4 livednsubj
4livedliveVERBMood=Ind Number=Sing Person=3 Tense=Past VerbForm=Finrootroot
5ininADP_7 rivercase
6thetheDETDefinite=Def PronType=Art7 riverdet
7riverriverNOUNNumber=Sing4 livedobl
8ininADP_11 talecase
9thetheDETDefinite=Def PronType=Art11 taledet
10fairyfairyADJDegree=Pos11 taleamod
11taletaleNOUNNumber=Sing4 livedobl
12..PUNCT_4 livedpunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1livepasta water spritethe riverin the fairy talevn lodge-46 «NP V PP.location»: agent=Theme in river=Location

Example 3

Change your sprite's costume to make it look like it's walking.

nmod:possnmod:posscaseobjmarkadvclobjxcompmarknsubjauxadvclpunctrootChangeVERByourPRONspriteNOUN'sPARTcostumeNOUNtoPARTmakeVERBitPRONlookVERBlikeSCONJitPRON'sAUXwalkingVERB.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1ChangechangeVERBMood=Imp VerbForm=Finrootroot
2youryourPRONCase=Gen Person=2 Poss=Yes PronType=Prs3 spritenmod:poss
3spritespriteNOUNNumber=Sing5 costumenmod:poss
4's'sPART_3 spritecase
5costumecostumeNOUNNumber=Sing1 Changeobj
6totoPART_7 makemark
7makemakeVERBVerbForm=Inf1 Changeadvcl
8ititPRONCase=Acc Gender=Neut Number=Sing Person=3 PronType=Prs7 makeobj
9looklookVERBVerbForm=Inf7 makexcomp
10likelikeSCONJ_13 walkingmark
11ititPRONCase=Nom Gender=Neut Number=Sing Person=3 PronType=Prs13 walkingnsubj
12'sbeAUXMood=Ind Number=Sing Person=3 Tense=Pres VerbForm=Fin13 walkingaux
13walkingwalkVERBTense=Pres VerbForm=Part9 lookadvcl
14..PUNCT_1 Changepunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1changeimperativeyou not said hereyour sprite's costumevn dress-41.1.1-1-1 «NP V NP»: agent=Agent costume=Patient
2maketo-infinitiveyou not said herecostumetree rules
3lookinfinitivecostume not said herevn stimulus_subject-30.4 «NP V PP.attribute»: agent=Stimulus
4walkpresent · progressivecostumevn run-51.3.2-2-1 «NP V»: agent=Theme

Example 4

The mischievous sprite hid the farmer's boots.

detamodnsubjdetnmod:posscaseobjpunctrootTheDETmischievousADJspriteNOUNhidVERBtheDETfarmerNOUN'sPARTbootsNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1ThetheDETDefinite=Def PronType=Art3 spritedet
2mischievousmischievousADJDegree=Pos3 spriteamod
3spritespriteNOUNNumber=Sing4 hidnsubj
4hidhideVERBMood=Ind Number=Sing Person=3 Tense=Past VerbForm=Finrootroot
5thetheDETDefinite=Def PronType=Art6 farmerdet
6farmerfarmerNOUNNumber=Sing8 bootsnmod:poss
7's'sPART_6 farmercase
8bootsbootNOUNNumber=Plur4 hidobj
9..PUNCT_4 hidpunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1hidepastthe mischievous spritethe farmer's bootsvn concealment-16-1 «NP V NP»: agent=Agent boot=Patient

Example 5

Red sprites flash high above thunderclouds.

amodnsubjadvmodcaseoblpunctrootRedADJspritesNOUNflashVERBhighADVaboveADPthundercloudsNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1RedredADJDegree=Pos2 spritesamod
2spritesspriteNOUNNumber=Plur3 flashnsubj
3flashflashVERBMood=Ind Number=Plur Person=3 Tense=Pres VerbForm=Finrootroot
4highhighADVDegree=Pos3 flashadvmod
5aboveaboveADP_6 thundercloudscase
6thundercloudsthundercloudNOUNNumber=Plur3 flashobl
7..PUNCT_3 flashpunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1flashpresentRed spritesthundercloudshigh propertyvn light_emission-43.1 «NP V PP.location»: agent=Theme above thundercloud=Location

Example 6

Can I have a Sprite with my lunch?

auxnsubjdetobjcasenmod:possoblpunctrootCanAUXIPRONhaveVERBaDETSpriteNOUNwithADPmyPRONlunchNOUN?PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1CancanAUXVerbForm=Fin3 haveaux
2IIPRONCase=Nom Number=Sing Person=1 PronType=Prs3 havensubj
3havehaveVERBVerbForm=Infrootroot
4aaDETDefinite=Ind PronType=Art5 Spritedet
5SpritespriteNOUNNumber=Sing3 haveobj
6withwithADP_8 lunchcase
7mymyPRONCase=Gen Number=Sing Person=1 Poss=Yes PronType=Prs8 lunchnmod:poss
8lunchlunchNOUNNumber=Sing3 haveobl
9??PUNCT_3 havepunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1havecanIa Spritewith my lunchvn birth-28.2-1 «NP V NP»: agent=Agent sprite=Patient

Example 7

“That's glorious fun!” said the sprite.

punctnsubjcopamodccomppunctpunctdetobjpunctroot“PUNCTThatPRON'sAUXgloriousADJfunNOUN!PUNCT”PUNCTsaidVERBtheDETspriteNOUN.PUNCT
The words, one row each (CoNLL-U)
#wordlemmaUPOSfeaturesheadrelation
1“"PUNCT_5 funpunct
2ThatthatPRONNumber=Sing PronType=Dem5 funnsubj
3'sbeAUXMood=Ind Number=Sing Person=3 Tense=Pres VerbForm=Fin5 funcop
4gloriousgloriousADJDegree=Pos5 funamod
5funfunNOUNNumber=Sing8 saidccomp
6!!PUNCT_5 funpunct
7”"PUNCT_5 funpunct
8saidsayVERBMood=Ind Number=Sing Person=1 Tense=Past VerbForm=Finrootroot
9thetheDETDefinite=Def PronType=Art10 spritedet
10spritespriteNOUNNumber=Sing8 saidobj
11..PUNCT_8 saidpunct
#verbtense, moodwhowhat, whomto whomwherewhenotherroles by
1is a in a quotepresentThatglorious funtree rules
2say speech: expresspastthe spritevn say-37.7-1-1 «NP V that S»: agent=Agent

Text: the school dictionary of Mova's schools (world/data/dictionary-schools/), written for Mova. Trees: Mova's own parse — the en model on the CPU, when the site is built — not checked by a teacher; they may be wrong. Frames: Mova's frames reader (prag), each meaning and example read on its own. Elamur Cosmic License.

This page in Markdown → https://md.mova.elamur.ai/free/en/corpora/dictionaries/school/S/sprite/