omniomni/omni-engineering huggingface dataset:
Intelligent Systems. is a Japanese video game developer best known for developing games published by Nintendo with the Fire Emblem, Paper Mario, WarioWare, and Wars video game series. Originally, the company was headquartered at the Nintendo Kyoto Research Center in Higashiyama-ku, Kyoto, but later moved to a building near Nintendo's main headquarters in October 2013. They were also responsible for the creation of various development hardware both first and 3rd party developers would use to make games for Nintendo systems, such as the IS Nitro Emulator, the official development kit for the Nintendo DS.

History 
Intelligent Systems started when programmer Toru Narihiro was hired by Nintendo to port Famicom Disk System software to the standard ROM-cartridge format that was being used outside Japan on the NES. Similarly to the origins of HAL Laboratory, the team soon became an auxiliary program unit for Nintendo that provided system tools and hired people to program, fix, or port Nintendo-developed software. Much of the team's original work consists of minor contributions to larger games developed by Nintendo R&D1 and Nintendo EAD.

Narihiro programmed his first video games, Famicom Wars and Fire Emblem: Shadow Dragon and the Blade of Light, towards the end of the Famicom's life cycle, although the game design, graphic design, and music was provided by the Nintendo R&D1 team. Because of Narihiro's success, Intelligent Systems began to hire graphic designers, programmers, and musicians to extend the company from an auxiliary–tool developer to a game development group. The company continued to develop new entries in the Wars and Fire Emblem franchises.

In 2000, Intelligent Systems produced Paper Mario for the Nintendo 64, which became a surprise hit, leading to five sequels. Three years later, the first entry in the WarioWare series was released on the Game Boy Advance, and it too became a successful series.

Not all games developed by Intelligent Systems are published by Nintendo. Cubivore: Survival of the Fittest (which was co-developed by Intelligent Systems) was published by Atlus in North America; Intelligent Systems also developed various Dragon Quest games, which were published by Square Enix.

List of games developed 

Notes

Cancelled

See also 
 OrCAD (distributed by Intelligent Systems Japan, KK)

References

External links
 
Official website (English)

 
Nintendo
Nintendo divisions and subsidiaries
Video game companies of Japan
Video game development companies
Companies based in Kyoto
Video game companies established in 1986
Japanese companies established in 1986
Paper Mario
Fire Emblem
Scope creep. Scope creep (also called requirement creep, or kitchen sink syndrome) in project management is continuous or uncontrolled growth in a project's scope, generally experienced after the project begins. This can occur when the scope of a project is not properly defined, documented, or controlled. It is generally considered harmful. It is related to but distinct from feature creep, because feature creep refers to features, and scope creep refers to the whole project.

Common causes

Poorly defined project scope 
Ineffective project management communication between a client and the project manager is a leading effect of project scope creep. An assignment that is not understood correctly will turn out to be completely different from clients vision. With that being said clients can also be to blame as they may not see a clear vision of what they want.

Failure to capture all requirements 
Properly defining project scope requires thorough investigation by the project manager during the initial planning phase of a project. Failure to gather all information from all relevant stakeholders is a common reason for incomplete scope statements and missing requirements, which can frequently and easily lead to scope creep later in the project. It is essential that everyone on the team understands the project requirements thoroughly -- and that the project sponsor and relevant stakeholders have signed off on those requirements -- before execution of the project begins.

Lack of project management practices 
Adoptions and adhering to project management practices and project management processes are confirmed methods of preventing scope creep from dismantling the project.

Addition of unnecessary features 
Sometimes project teams tend to start adding additional features in order to impress the client. This may not work and tend to cause more work for such project and throw off the scope.

The communication gap between project stakeholders 
Another huge cause of scope creep is the communication gap between the stakeholders. Clients may not respond quickly enough to the project managers causing the project to run into a bottleneck.

These aspects can affect the operational efficiencies of companies, especially when involved in long-term relationships. Scope creep is a risk in most projects. Most megaprojects fall victim to scope creep (see Megaprojects and Risk). Scope creep often results in cost overrun. A "value for free" strategy is difficult to counteract and remains a difficult challenge for even the most experienced project managers.

See also

 Anti-pattern
 Cost overrun
 Scope (project management)
 Planning poker
 Escalation of commitment
 Instruction creep
 Mission creep
 The Mythical Man-Month
 Second-system effect
 Software bloat

References

Project management
Jolt. Jolt may refer to:

Jolt Award, an award in the software industry
Jolt Cola, a soft drink
Jolt gum, a caffeinated chewing gum from the makers of Jolt Cola
Jolt Online Gaming, a game server host, game network and broadband internet service provider
Jolt (physics), jerk, or surge, in physics, the third derivative of position with regard to time
Jolt (comics), a teen heroine from Marvel Comics
Jolt (Transformers), several fictional robot supervillain and robot superhero characters from the Transformers robot superhero franchise
Jolt, a DC Comics character, and member of The Blasters
The Jolt, Scottish band
 Jolt (film), American action comedy film starring Kate Beckinsale
 Jolt, a canine actor, playing Lucky the Pizza Dog in Hawkeye

 As an acronym
Harvard Journal of Law & Technology
North Carolina Journal of Law & Technology
 Journal of Open Law, Technology and Society
 Job Openings and Labor Turnover Survey, a component of the United States Bureau of Labor Statistics

See also
The Jolts, Canadian punk rock group
Foundation for Intelligent Physical Agents. The Foundation for Intelligent Physical Agents (FIPA) is a body for developing and setting  computer software standards for heterogeneous and interacting agents and agent-based systems.

FIPA was founded as a Swiss not-for-profit organization in 1996 with the ambitious goal of defining a full set of standards for both implementing systems within which agents could execute (agent platforms) and specifying how agents themselves should communicate and interoperate in a standard way.

Within its lifetime the organization's membership included several academic institutions and a large number of companies including Hewlett-Packard, IBM, BT (formerly British Telecom), Sun Microsystems, Fujitsu and many more.  A number of standards were proposed, however, despite several agent platforms adopting the "FIPA standard" for agent communication it never succeeded in gaining the commercial support which was originally envisaged. The Swiss organization was dissolved in 2005 and an IEEE standards committee was set up in its place.

The most widely adopted of the FIPA standards are the Agent Management and Agent Communication Language (FIPA-ACL) specifications.

The name FIPA is somewhat of a misnomer as the "physical agents" with which the body is concerned exist solely in software (and hence have no physical aspect).

Systems using FIPA standards
Gamma Platform. See FIPA interface
Fetch.AI
Jade
Jadex Agents (Java)
Java Intelligent Agent Componentware (JIAC) (Java)
The SPADE Multiagent and Organizations Platform (Python)
JACK Intelligent Agents (Java)
The April Agent Platform (AAP) and Language (April)  (No longer actively developed)
Zeus Agent Building Toolkit  (No longer actively developed)
The Fipa-OS agent platform   (No longer actively developed)
AgentService (C#) (last update: 2009)

See also
Agent Communications Language

External links
FIPA Official web site

References

Information technology organisations based in Switzerland
Agent-based software
Standards organisations in Switzerland
1996 establishments in Switzerland
Apache Nutch. Apache Nutch is a highly extensible and scalable open source web crawler software project.

Features 

Nutch is coded entirely in the Java programming language, but data is written in language-independent formats. It has a highly modular architecture, allowing developers to create plug-ins for media-type parsing, data retrieval, querying and clustering.

The fetcher ("robot" or "web crawler") has been written from scratch specifically for this project.

History 
Nutch originated with Doug Cutting, creator of both Lucene and Hadoop, and Mike Cafarella.

In June, 2003, a successful 100-million-page demonstration system was developed. To meet the multi-machine processing needs of the crawl and index tasks, the Nutch project has also implemented the MapReduce project and a distributed file system. The two projects have been spun out into their own subproject, called Hadoop.

In January, 2005, Nutch joined the Apache Incubator, from which it graduated to become a subproject of Lucene in June of that same year. Since April, 2010, Nutch has been considered an independent, top level project of the Apache Software Foundation.

In February 2014 the Common Crawl project adopted Nutch for its open, large-scale web crawl.

While it was once a goal for the Nutch project to release a global large-scale web search engine, that is no longer the case.

Release history

Scalability
IBM Research studied the performance of Nutch/Lucene as part of its Commercial Scale Out (CSO) project. Their findings were that a scale-out system, such as Nutch/Lucene, could achieve a performance level on a cluster of blades that was not achievable on any scale-up computer such as the POWER5.

The ClueWeb09 dataset (used in e.g. TREC) was gathered using Nutch, with an average speed of 755.31 documents per second.

Related projects
 Hadoop – Java framework that supports distributed applications running on large clusters.

Search engines built with Nutch
 Common Crawl – publicly available internet-wide crawls, started using Nutch in 2014.
 Creative Commons Search – an implementation of Nutch, used in the period of 2004–2006.
 DiscoverEd – Open educational resources search prototype developed by Creative Commons
 Krugle uses Nutch to crawl web pages for code, archives and technically interesting content.
 mozDex (inactive)
 Wikia Search - launched 2008, closed down 2009

See also

References

Bibliography

External links
 

Nutch
Internet search engines
Free search engine software
Java (programming language) libraries
Cross-platform free software
Free web crawlers
Scott Meyers. Scott Douglas Meyers (born April 9, 1959) is an American author and software consultant, specializing in the C++ computer programming language. He is known for his Effective C++ book series. During his career, he was a frequent speaker at conferences and trade shows.

Biography
He holds a Ph.D. in computer science from Brown University and an M.S. in computer science from Stanford University.
He conceived and, with Herb Sutter, Andrei Alexandrescu, Dan Saks, and Steve Dewhurst, co-organized and presented the boutique (limited-attendance) conference, The C++ Seminar, which took place three times in 2001-2002.  He also conceived and, with Sutter and Alexandrescu, co-organized and presented another boutique conference, C++ and Beyond annually in 2010-2014.

Meyers has expressed opposition to asking programmers to solve design or programming problems during job interviews:"I hate anything that asks me to design on the spot. That's asking to demonstrate a skill rarely required on the job in a high-stress environment, where it is difficult for a candidate to accurately prove their abilities. I think it's fundamentally an unfair thing to request of a candidate."

In December 2015, Meyers announced his retirement from the world of C++.

Publications
 1992. Effective C++: 50 Specific Ways to Improve Your Programs and Designs. 
 1995. More Effective C++: 35 New Ways to Improve Your Programs and Designs. 
 1998. Effective C++, Second Edition: 50 Specific Ways to Improve Your Programs and Designs. 
 2001. Effective STL: 50 Specific Ways to Improve Your Use of the Standard Template Library. 
 2005. Effective C++, Third Edition: 55 Specific Ways to Improve Your Programs and Designs. 
 2010. Overview of The New C++ (C++11). Annotated training materials published by Artima Press. No ISBN.
 2010. Effective C++ in an Embedded Environment.  Annotated training materials published by Artima Press. No ISBN.
 2014. Effective Modern C++: 42 Specific Ways to Improve Your Use of C++11 and C++14.

Awards and achievements
Meyers is known for his popular Effective C++ Software Development books.

In March 2009, Meyers was awarded the 2009 Dr. Dobb's Excellence in Programming Award.

References

External links

The Keyhole Problem Paper in PDF format

1959 births
Living people
Brown University alumni
Stanford University alumni
American computer programmers
C++ people
Forever Peace. Forever Peace is a 1997 science fiction novel by Joe Haldeman. It won the Nebula Award, Hugo Award and John W. Campbell Memorial Award in 1998.

Plot
Though its title is similar to The Forever War, and both novels deal with soldiers in the future, Forever Peace is not a direct sequel and takes place on a different future of Earth in 2048.

Using remotely controlled, nearly invincible robots called "soldierboys", the Alliance military fights third-world guerrillas in an endless series of economy-driven wars. As only first-world nations possess the nanoforge technology that can produce anything from basic materials, conflict is largely asymmetric.

The novel is told partly in first-person narration by the main character, Julian Class, and partly by an anonymous third-person narrator, who comments on aspects of Julian's personality and background.

The main protagonist, Julian Class, is a physicist and a mechanic who operates a soldierboy. Thanks to electronic "jacks" implanted in their skulls, mechanics are remotely linked to the machinery as well as to each other, being able to experience battle through the machines and read the thoughts of other mechanics who are simultaneously jacked in.

After attempting suicide, Julian and his lover, Amelia "Blaze" Harding, are made aware of a problem with an automated particle physics project that could trigger a new Big Bang that would destroy the universe. The pair speculate that a given universe exists only until its first civilization attempts such a project. When Julian, Blaze, and another physicist submit their paper to a journal's review board, they find themselves the target of "The Hammer of God", a Christian cult bent on hastening an anticipated end of the universe. As the Hammer of God has a secret presence throughout the government, Julian and Blaze narrowly miss being assassinated.

Marty Larrin, one of the inventors of jacking technology, recruits Julian and Blaze in an attempt to use the technology to end war; a little-known secret is that jacking with someone else for about two weeks will psychologically eliminate the ability to kill another human being. By "humanizing" the entire world, dangerous technology would not be a problem for human survival. They do so, stop the particle accelerator's construction, and the war is eventually ended.

Reception
 Hugo Award winner, 1998
 Nebula Award winner, 1998
 John W. Campbell Memorial Award winner, 1998
 Locus Award nominee, 1998

References

External links
 Forever Peace at Worlds Without End

1997 American novels
1997 science fiction novels
American science fiction novels
Fiction about brain–computer interface
Hugo Award for Best Novel–winning works
John W. Campbell Award for Best Science Fiction Novel–winning works
Military science fiction novels
Nebula Award for Best Novel–winning works
Novels by Joe Haldeman
Ace Books books
EAI. EAI may refer to:

 East Asia Institute
East Asia Institute (Korea)
East Asia Institute (Ludwigshafen)
Weatherhead East Asian Institute
 Electro-Acoustic improvisation
 Electronic Arts Intermix, an American art organization
 Electronic Associates, Inc., an American analog computer manufacturer
 Element AI, a former Canadian artificial intelligence company
 Email address internationalization
 Engineering Animation, Inc., a defunct American visualization software company
 Enterprise application integration, the use of software and computer systems' architectural principles to integrate a set of enterprise computer applications
 Erythema ab igne
 Excalibur Almaz, a Manx private spaceflight company
 Energy Alternatives India

See also
 AEI (disambiguation)
Quantum solvent. A quantum solvent is essentially a superfluid (aka a quantum liquid) used to dissolve another chemical species. Any superfluid can theoretically act as a quantum solvent, but in practice the only viable superfluid medium that can currently be used is helium-4, and it has been successfully accomplished in controlled conditions. Such solvents are currently under investigation for use in spectroscopic techniques in the field of analytical chemistry, due to their superior kinetic properties.

Any matter dissolved (or otherwise suspended) in the superfluid will tend to aggregate together in clumps, encapsulated by a 'quantum solvation shell'. Due to the totally frictionless nature of the superfluid medium, the entire object then proceeds to act very much like a nanoscopic ball bearing, allowing effectively complete rotational freedom of the solvated chemical species. A quantum solvation shell consists of a region of non-superfluid helium-4 atoms that surround the molecule(s) and exhibit adiabatic following around the centre of gravity of the solute. As such, the kinetics of an effectively gaseous molecule can be studied without the need to use an actual gas (which can be impractical or impossible). It is necessary to make a small alteration to the rotational constant of the chemical species being examined, in order to compensate for the higher mass entailed by the quantum solvation shell. 

Quantum solvation has so far been achieved with a number of organic, inorganic and organometallic compounds, and it has been speculated that as well as the obvious use in the field of spectroscopy, quantum solvents could be used as tools in nanoscale chemical engineering, perhaps to manufacture components for use in nanotechnology.

References

Solvents
Nanotechnology
Chemical physics
Superfluidity
XGI Technology. XGI Technology Inc. () was a Taiwanese hardware company. It was based upon the old graphics division of Silicon Integrated Systems (SiS) spun off as a separate company, and the graphics assets of Trident Microsystems.
It existed from 2003 to 2010.

History
Founded in June 2003 and headquartered in Taipei, Taiwan, it was sometimes called eXtreme Graphics Innovation and headed by Chris Lin.
In December 2003, XGI announced the Volari Duo, a graphics card with two GPUs. This was seen as part of a potentially successful attempt to become competitive with ATI Technologies and Nvidia Corporation, which were the two largest GPU manufacturers in the world at the time.

A few months after the announced release, XGI graphics cards were found by enthusiasts and hardware reviewers to be less than competitive with ATi and Nvidia cards. Some of the many performance and visualization problems were blamed on underdeveloped drivers. Even so, XGI cards received good reviews in the low price/low performance video card market: XGI Volari V3 cards were judged by some reviewers to be competitive and even superior to equally priced video cards that were on the market, such as a Nvidia GeForce MX 4000 card. Many reviewers though were pessimistic of the possibility that XGI would be competitive in the 3D graphics card market.

On 6 March 2006, ATI Technologies announced the acquisition of Shanghai-based MacroSynergy, a fabless chip designer and XGI Technology alliance company, as well as related personnel working out of XGI Technology's Santa Clara, California location.

On 2006-10-17, RealVision Inc. announced forming technology alliance with XGI Technology Inc. On 2006-10-23, RealVision Inc. announced VREngine/XMD-Advanced series video cards, which used the previously canceled Volari 8300 (named Volari XG47), for use in medical imaging. Mass production was set to begin on 2007Q1.

On 27 May 2010, Silicon Integrated Systems (SIS) took control of XGI Technology and its iTV technology with an unveiling soon after.

In October, 2010, it was reported that SiS acquired the rest of XGI's assets.

Integrated circuits

Cards

Its line of graphics cards included:

Developed by SiS team
 Volari Duo
 Volari V8, V8 Ultra
 Volari V5, V5 Ultra
 Volari V3 XT
 Volari V3 XE, V5 XE
 Volari Z7
 Volari Z9, Z9s — used by some server-class motherboards (ex. Supermicro X7SBA, X7SBT, and X7SBL series)
 Volari Z11
Cancelled products
 Volari V5 XT
 Volari 8600, 8600 Mobile, 8600XT

Developed by Trident team
 Volari V3
 Volari XP5, XP5m32, XP5m64
 Volari 8300 - Although product page is no longer available, and production of video cards using it are cancelled, the chips were made into production models of RealVision XMD Advanced series video cards.
 Volari 8300 Mobile/Volari XP10 - Originally titled Volari 8300 Mobile, it was renamed to Volari XP10 when it was finally available. XP10 added LVDS transmitter.

See also
 List of companies of Taiwan

References

Notes

External links
 
 

Graphics hardware companies
Electronics companies of Taiwan
Taiwanese brands
Yamaha DSP-1. The Yamaha DSP-1 is a processor of early home theater surround sound equipment, produced in 1986. The DSP-1 (referred to by Yamaha as a Digital Soundfield Processor) allowed owners to synthesize up to 6-channels of surround sound from 2 channel stereo sound via a complex digital signal processor (DSP).  Much like today's home theater receivers the DSP-1 offered sixteen "sound fields" created through the DSP including a jazz club, a cathedral, a concert hall, and a stadium.  However, unlike today's integrated amps and receivers, these soundfield modes were highly editable, allowing the owner to customize the effect to his or her own personal taste. The DSP-1 also included an analog Dolby Surround decoder as well as other effects such as real-time echo and pitch change.     

Most of the DSP-1's controls are on the unit's remote control. The reason, as mentioned in the manual, being that it was felt that adjustments should be done at the listening position. This can make it difficult for collectors to find a complete functioning unit, although there is at least one provider of aftermarket remote controls with duplicate programming for the DSP-1 if needed. In Dolby Surround mode, only 4 channels are active, with just the front main channels and rear surround channels operating, the forward surround channels being muted.  

Yamaha has kept the DSP prefix for many of its home DSP and audio amp/receiver products.

See also 
AMD TrueAudio
E-mu 20K

References

External links
 Yamaha
 Yamaha DSP Demo from late 1980s
 Yamaha DSP Demo from early 1990s 
 Alternate Yamaha DSP Demo from early 1990s

DSP-1
Audio electronics