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A complex assortment of microorganisms inhabits the human digestive tract, with concentrations of up to 104–107 CFU/mL in the jejunoileum and 1011–1012 CFU/mL in the colon. While suppression of the immune system may prevent immune attack on the new allograft, it may also prevent the immune system's ability to keep certain gut microbial populations in line. Despite pre and post-decontamination of the transplant, recipients are at risk of local and systemic infection by both natural and external flora. The common symptom of graft dysfunction, whether due to infection, rejection, or some other condition, is diarrhea. Transplant outcomes and impact Intestinal transplant outcomes have improved significantly in recent years. |
Despite mild incongruities in survival rate percentages between centers in North America, Europe, Australia, and elsewhere, intestinal transplantations mostly approach survivorship rates of lung transplantation. At one-year, graft survival rates for isolated intestine currently waver around 80%, and 70% for intestine-liver and multivisceral. Over the same time period, patient survival for isolated intestine patients may even exceed 90%, while the more complicated multiorgan transplants do not show any increase in patient survival when compared to patients surviving with the intestinal graft alone. The five-year survival rate for patients and transplants ranges from 50 to 80% (overall mean 60%), depending on underlying disease and presurgical morbidity. |
Very young (<1 year) and very old (>60 years) patients receiving a transplant have pronounced rates of mortality. After 4 years, pediatric survival significantly worsens compared to adults. Several factors relating to superior patient and graft prognosis have proven to be statistically significant. Patients who have been admitted for transplant directly from home rather than the hospital, younger patients over one year of age, those receiving their first transplant, those receiving transplants at experienced transplant centers, and who receive antibody or sirolimus-based induction therapies have increased rates of survival. Furthermore, underlying etiology, the presence of comorbidity, the frequency of previous surgery, nutritional status, and the level of liver function have been found to affect patient-graft survival . |
Patients with a pre-transplant diagnosis of volvulus were found to possess a lower risk of mortality. As of 2008, the longest recorded surviving transplant survived for 18 years. Between 1999 and 2008, 131 retransplant procedures were performed in the United States. The improvement to quality of life following an intestinal transplantation is significant. Of living patients 6 months after transplant, 70% are considered to have regained full intestinal function, 15% are at partial function, and 15% have had their grafts removed. For those with full function, enteral nutritional autonomy is high. The ability to resume regular activities such as the ability to consume food and exert control over digestive function is certainly a welcome return for patients. |
The low quality of life induced by intestinal failure is oftentimes further supplemented by significant psychosocial disability and narcotic dependence. Following transplantation, these have been found to generally decrease. According to surveys comparing patients who have undergone transplants and those that have not, there seems to be a remarkable improvement for transplant recipients in such areas as anxiety, depression, appearance, stress, parenting, impulsiveness, optimism, medical compliance, and the quality of relationships. Financial considerations Receiving an organ transplant of any kind is a highly significant investment financially, but a successful, well-functioning transplant can be very cost-efficient relative to alternate therapies. Total charges to maintain PN at home can reach upwards of $150,000 a year, even though the actual cost of nutrition is typically only $18 to $22 a day. |
This excludes the cost for additional home support, equipment, and the care of PN-related complications. The cost involved in undergoing intestinal transplantation, including the initial hospitalization for the transplant, can range from $150,000 to $400,000, and reoccurring hospitalizations are common up through the second year. Two to three years post-transplant, the financial cost of transplantation reaches parity with PN and is more cost-effective thereafter. References External links Transplant Living Partnering With Your Transplant Team by UNOS Intestinal Transplant for Crohn's Disease, WebMD Category:Digestive system surgery Category:Gastroenterology Category:Organ transplantation |
Metal Gear Online is a stealth third-person shooter video game for the PlayStation 3. It is an online multiplayer spin-off of the Metal Gear video game series. The starter pack of Online was available worldwide bundled with Metal Gear Solid 4: Guns of the Patriots, with a standalone release for Japan. The name Metal Gear Online is common with earlier online components for Metal Gear Solid 3: Subsistence and Metal Gear Solid: Portable Ops. Metal Gear Onlines North American and European servers were shut down on June 12, 2012. Gameplay Metal Gear Online allowed up to 16 players to engage in online tactical warfare. |
Players create a character by choosing their name, gender (with the GENE Expansion), race and voice. Creating a new character requires the old to be deleted or an additional character slot to be purchased. Characters receive different performance indicators between official tournaments (grade) and regular matches (level). Both ranking systems encourage playing against higher ranked players and disfavor playing against players of equal or lower rank. Grades range from Rookie to SS+, and are influenced by performance in Survival and Tournament rounds. Levels range from 0 to 22 and fluctuate based on results in Statistics enabled battles. Statistics are recorded for each character, as well as a title, awards and match history. |
Based on these weekly and long term statistics, characters receive Animal Titles that denote their in-game behavior. For instance, frequently injecting enemies with the Scanning Plug will lead to the Bee rank, while using ENVG (Enhanced Night Vision Goggles) for a specific share of weekly play time grants the Night Owl rank. An inner rank hierarchy determines which of the acquired ranks will be active. Skills can be equipped, both manually and by registering a skill set, to enhance character abilities. They range from the straightforward, like Assault Rifle+ that decreases reload time and recoil, to more complex, like Mοnomania which effectively turns bullets into short-term tracking devices. |
Equipped skills level up when the character is involved in an action pertinent to the skill. Depending on their level, skills occupy from 1 to the maximum of 4 available skill slots. Clans, mutually exclusive groups of up to 64 characters, were also supported, uniting members under the clan name, emblem and reputation. The clan's leader chooses its emblem, decides over the inclusion of clan applicants, and needs to be at least level 3, with over 20 hours online play. As of May 27, 2009, 12 players per region are randomly assigned the Patriot rank for a week. Patriots can select the namesake hand rifle, with infinite ammo and no reloading, in all game rules except Stealth Deathmatch and Team Sneaking. |
Rules of play MGO provides several gameplay rules, fitting to both team based and solitary fighting styles. Every time you enter you must agree to the terms of the game. Deathmatch pits players against each other, competing for the highest score until the ever-decreasing kill counter or time reach zero. The player with the highest score is visible to others through SOP, and more when you kill. Stealth Deathmatch also pits players against each other, geared with stealth camo. A three level alarm informs players of enemy proximity. Eventually, the game area begins to constrict, leaving all outside it to suffer damage. |
There is no respawning, so the battle continues until one player is left alive, or until time runs out. Players receive extra points for surviving another's death. Team Deathmatch groups players into two teams, with each death decreasing the team's remaining tickets. The team to first deplete the other's tickets, or with more tickets when time runs out is the winner. Capture Mission has teams racing to capture and hold within their goal area assigned targets, KEROTAN and GA-KO, for a cumulative period of 30 seconds. With both items in one team's goal area, the timer runs twice as fast, whereas if they are divided among goal areas, the timer is reset for both teams. |
An extra time option can be enabled, which disables winning by time. Solo Capture Mission leaves each character to fend for themselves, while also trying to keep KEROTAN in their possession for a cumulative period of 60 seconds. The character who has hold of KEROTAN is visible to others through SOP. Rescue Mission premises the attacking team acquire GA-KO and place it in their goal area or at least hold onto it when time reaches zero, while the other team defends. As there is no respawning in this mode, a team also wins by killing all the enemy team's members. |
Base Mission is structured around capturing and defending small areas scattered across the map. A team wins by seizing all bases, or by having captured more bases than the enemy team when time runs out. Bases are captured by remaining within them for a period of time, and become spawn points for the capturing team. Contested bases can not be used as spawn points. Bomb mission asks of the attacking team to plant a time bomb on a designated area and ensure it detonates within a time limit. A limited cache of time bombs are scattered across the map, and only one can be held at a time. |
The defending team wins by averting detonation, or by nullifying all bombs. A planted bomb is removed when sprayed with coolant, while a dropped bomb is destroyed if it doesn't get picked up again in a set amount of time. Race Mission has each of two teams competing to deliver its target to a series of checkpoints. The Red Team's target is GA-KO, while the Blue Team's is KEROTAN. The target's position is reset, and the team's checkpoint changes if a target is dropped and not picked up within the allowed time limit. Team Sneaking demands from the attacking team, equipped with stealth camo, to bring either KEROTAN or GA-KO to their goal area, while the other team defends the items. |
Another win condition is to kill, stun, and (only for the attacking team) hold up all enemy team members. Whenever a stealth soldier is discovered, all stealth camo is temporarily rendered non operational. Drebin Points do not apply to this type of mission. Sneaking Mission features two opposing teams, Snake, and with at least 12 participants, Metal Gear Mk II. Snake wins by collecting, through body searches, three dogtags, with each life lost resetting the count to zero. Teams claim victory by killing Snake a set number of times, or by having scored more opposing team kills when time runs out. |
Drebin Points do not apply to this type of mission. Interval allows players to engage in battle with no repercussion to their statistics or skill leveling. A time bomb can be collected and passed around players to liven up the pace. Weapons and attachments do not cost Drebin Points. Non standard settings, that influence the battle's dynamic, are optional within some gameplay rules. Under the eponymous setting, players gain "Drebin Points" for actions such as kills and headshots, and can redeem them for advanced weapons, attachments and ammunition at their base or at respawn. Biding by "Headshots only", kills that aren't achieved through headshots cost the player their life and a time penalty before respawn, while in "Headshots Disabled" lobbies, a headshot's damage is reduced to that of other body parts. |
SOP system The SOP system, as within MGS4, is a fictional, nanomachine based network which ensures linked members share vital information. This data consists of speech, character's location, even behind walls, traps and aiming lines, changes in battle capacity (stun, sleep, death, distracted) and Snake's location when he's discovered. Characters gather information through combat, Scanning Plug injections, which hack into an enemy's SOP data pool, and SOP augmenting skills and weapons. A temporary SOP cease fire is optionally enforced upon injuring a teammate. Stealth A character's presence and movement in the battlefield are accompanied by visual and aural signs. The body and equipment's visual presence, shadows, gunfire, footsteps, frozen breath and upset dust or snow from movement are the sum of these indicators. |
Suppressing these signs while attacking and diagnosing them while defending are equally contributing factors to success. As such, any surface that obscures the field of vision, be it a wall, car or even cardboard box, can serve as a hiding spot and set up to an ambush. Playing dead suppresses breathing and can trick careless foes, with the downside of vulnerability. As a countermeasure, wary combatants approach corners carefully, inspect unconvincing cardboard boxes and check suspicious bodies. Stealth camouflage, available in Team Sneaking missions and Stealth Deathmatch, renders only the user's body transparent, leaving equipped gear visible. Snake's Octocamo and Facecamo, on the other hand, render him and his equipment invisible even to ENVG users, when fully capitalized. |
Neither technology prevents shadows, while both produce a distinct sound upon activation and deactivation. The knife is always visible even when not equipped. Close Quarters Combat Close Quarters Combat is a military technique that consists of throws and holds, used to incapacitate an enemy while bare-handed, or to gain a tactical, rather than lethal, advantage when armed. All characters can wield basic forms of CQC, such as the three-hit combo, the take-down throw, or the CQC push, with a two-handed gun. Weapons that support CQC are marked as such in their item box. As CQC is a close proximity, one versus one technique, lone soldiers tend to avoid it when outnumbered. |
CQC enhancing skills increase stamina damage (from bare hand fighting and takedowns) and the speed of CQC actions. They also enable the choke-hold, which opens tactical options. With the target immobilized, the assailant can deplete the target's stamina, resulting in a knock out, force the enemy to the ground, or even release the enemy when fleeing is advised. Further actions become available by equipping weapons or skills, like planting C4 or a Sleeping Gas Satchel on the victim, throwing a grenade, using the foe as a human shield and firing at an impending threat (when armed with a handgun), slitting the enemy's throat (with Blades+3 CQC lvl 1 in use) or injecting a Scanning plug (only with it equipped). |
At CQC+ Lvl 3 a character can disarm the opponent through the choke-hold or the CQC push, while with the CQC EX skill players automatically counter CQC grabs (unless grabbed during a hold-up, from behind or from a player also with CQC EX). Non-lethal weapons Typical effects of non-lethal weaponry include stamina depletion, target immobilization and information manipulation. Support items are the most diverse in realizing these goals. Stun grenades, for instance, deplete the stamina of nearby opponents, but also cause temporary blindness and deafness to targets up to medium distance. Other examples include proximity and trigger activated sleepgas mines, e-locators that disclose the position of close by targets, chaff grenades to both limit visibility and temporarily obscure the SOP radar, and magazines that occupy a target, rendering them immobile. |
Non lethal fire-arms consist of the Mosin-Nagant sniper rifle, the Ruger Mk. 2 tranquilizer pistol, the VSS sniper rifle equipped with anesthetic rounds, and any shotgun equipped with Vortex Ring ammo. Headshots from the Mosin-Nagant, VSS, and Ruger Mk. 2 tranquilize instantly, irrespective of target distance. Stunned characters can be body searched for their primary weapon and support items, killed by the enemy to grant even more Drebin Points, or woken up to return to battle. Stunning offers many advantages to simply killing the enemy. A stunned enemy will typically take significantly longer to awake then he would to respawn after being killed, and he does not gain the advantage of having his health and ammo supply regenerated as would happen upon respawning. |
In addition, his teammates will often divert manpower to attempt to rescue the knocked out player, giving the other team an advantage. The most formidable non lethal weapon is the SOP destabilizer, only available in Base missions. By temporarily suppressing the nanomachines regulating enemies' behavior, the SOP destabilizer renders all alive enemy team members immobile. The attacking team can then overtake bases without competition while stunning or killing helpless foes. Its main drawbacks are that it leaves the bearer without a primary weapon, and requires a trip from his team's base to the enemy's. Reward points and customization Players are free to edit their character's appearance. |
Gaining an Animal Title grants the character its corresponding T-shirt. Additional clothing, camouflage and color customizations are available in the Reward shop via Reward points, a form of in-game currency. Armor and other clothing bought in the Reward Shop will have no effect on how your character takes damage in the game. Survival matches grant combatants Reward points based on their win streak of matches, not individual rounds. These matches are open to all players, and players who have installed an expansion are granted entrance to the corresponding Survival lobbies. Tournament matches, only open to players with the DW expansion,SCENE expansion, MEME expansion and GENE expansion, and allot reward points based on each team's final standing, while also granting the ultimate winners gear not available in the Reward shop. |
Both Survival and Tournament matches are held at times predefined by Konami, and follow specific rules. Logging a character in grants 50 reward points per day (100 on Wednesdays). For the Japanese version logging in is 100 reward points per day and 200 on Wednesday. Completing a round (win or lose), in an Automatching lobby grants the player 20 reward points. During prize matches (Random Automatching events) the winners of the match will receive an extra 200 points (In addition to the 40 reward points gained from playing two rounds) while the losers will receive the regular 40 points. Development Metal Gear Online was region locked, meaning that players must be in the same video game publication territory to play together. |
Region restriction reduces lag, yet can be disadvantageous for the Region 1 and Region 3, designated for American and Asian players, respectively. Konami required the bearer of the PSN account linked to Metal Gear Online be at least 18 years old. Sony Customer Services could be contacted to lift this restriction in regions where MGS4 has lower age requirements. An online beta test was available in Japan, Europe and North America. 3,000 players were allowed into the Japanese beta test from August 20 to September 3, 2007. The beta test for North America (serial key only) and Europe (no restrictions) lasted from April 25 to May 11, 2008. |
On March 14, 2011 Konami shut down Metal Gear Onlines Japanese servers indefinitely in order to conserve power after the Japanese 2011 earthquake. Expansion packs Beyond the initial content available with the Startup pack, new features, such as characters and maps, are added through expansion packs. These could be purchased via PSN. Some of the maps are remakes of areas of other Metal Gear games. MGS3 featured Groznyj Grad while MGS3: Subsistence's MGO featured City Under Siege and Brown Town, reinterpreted as Urban Ultimatum and Coppertown Conflict, respectively. MGS: Portable Ops included Silo entrance, which became Silo Sunset, and locations in MGS4 spurred Midtown Maelstrom, Virtuous Vista and Icebound Inferno. |
Forest Firefight and Ravaged Riverfront are also loosely based on the forest area in MGS3 and the Eastern Europe area in MGS4. Startup pack The Startup Pack includes 5 maps, namely Ambush Alley, Blood Bath, Groznyj Grad, Midtown Maelstrom, and Urban Ultimatum. It also allows players to assume the role of characters from MGS4's plotline, bearing fixed skill-sets beyond the numerical limitations of ordinary soldiers'. The Startup pack offers two playable special characters, available in Sneaking missions: Solid Snake, the Legendary Hero, is equipped with CQC EX (Which Knocks out the enemy Instantly) and a diverse armament of lethal and non-lethal weapons. |
Apart from his FaceCamo and OctoCamo, the Threat Ring indicates the location of nearby characters. Also when you start as Snake he is equipped with the drum can which normally needs to be found on the map. The Solid Eye provides a visualization of the same data through the Baseline Map, identifies items and can switch to Night Vision or Binocular mode. He shouts out Liquids' name when he engages in combat with him. He is the only character in MGO with pro skills. When you have not bought any of the expansion packs, you can only use Snake in sneaking missions. |
Metal Gear Mk. II, the Invisible Buddy, can back up Snake on the field. The Mark II is equipped with stealth camo and can display a magazine on its viewscreen to captivate the interest of nearby characters. It communicates with Snake using the character voice of Otacon from MGS4. It can also use its manipulator to electroshock enemies, collect and deliver dogtags to Snake, disarm mechanical traps, and knock on walls. If the Mark II's life gauge is depleted by enemy fire, it will self-repair over time. GENE expansion The GENE expansion pack was released on July 17, 2008. The Plus version, with an additional character slot was discontinued in Japan on November 18, 2008. |
Players who install the expansion can create female characters and enter the GENE specific Survival lobby. They can also compete in three new maps, Virtuous Vista, Coppertown Conflict, and Tomb of Tubes and enter battle as two special characters: Johnny (Akiba), a Trap Otaku, can see all traps on the field, and disarm mechanical traps into items. Three consecutive kills stir up his chronic incontinence, resulting in a comical cloud of foul smell that can preoccupy foes and allies. When injuring a teammate, he leaves himself vulnerable while making excuses. Johnny can't use any form of CQC but the 3 hit combo, and he has no SOP enabling nanomachines, which restricts him from the advantages of information garnered through his teams SOP network but has the positive effect of making him immune to the negative effects of SOP such as Ocelots Guns of the Patriots weapon or SOP Destabs. |
His unique weapons include the XM8 Compact and the M82A2 Sniper Rifle, which kills with 1 shot from any range. Meryl, the Fiery Leader, allows nearby allies to recuperate stamina faster when saluting near them. She has CQC+ Level 2, accompanied by a slew of level 3 skills, including Monomania, Narc, Scanner, Quick Recovery, and Handgun+. Her special weapon is a scope-equipped Desert Eagle Long Barrel. With the Desert Eagle handgun, the ammo from the scope and non-scope desert eagle is pooled together. Meryl can fire both guns without reloading. Both Meryl and Johnny cry out when their other half is killed in combat. |
MEME expansion The MEME expansion pack was released on November 25, 2008. The GENE expansion is a prerequisite to installing MEME, and a combo pack is also available. Players who install the expansion can compete in MEME Survival lobbies and purchase MEME specific camouflage gear. They can also experience three more maps, namely Silo Sunset, Forest Firefight, and Winter Warehouse and engage in combat as two special characters: Mei Ling, the Remote Captain, can command the USS Missouri to cannon strike any location within visible range. Her true skills are as a recon soldier, since her Soliton Sonar radar reveals the position of close by enemies (through SOP). |
Mei Ling can't use CQC, other than the 3 hit combo, but is equipped with the Scanner EX skill. Her salute entrances all soldiers in a small area. Liquid Ocelot, Guns of the Patriots, can use the namesake weapon to temporarily effect upon enemies an SOP safety lock, or a seizure, by disabling the nanomachines controlling their behavior. Much like Snake, he is equipped with CQC EX, while his three-hit combo can end in either a strong punch or a headbutt. He can shock his opponent with the Stun Knife during a choke hold, instantly knocking out the opponent. The Thor .45-70 handgun, his unique weapon, requires reload after every bullet fired but deals lethal damage within medium range. |
He shouts out his nemesis' name when he spots Snake and exclaims the phrase 'You're pretty good!' when shot in the head. If Liquid is killed and does not respawn when the time runs out in any mode that allows respawns, he resets the match's timer, which can change the outcome of the game, but can be done only once in a game. SCENE expansion The SCENE expansion pack was released on March 17, 2009. The MEME expansion is a prerequisite to installing SCENE, and bundle packs with older expansions are available. After purchasing the expansion, players can compete in Tournaments, wear SCENE specific camo gear, fight in Outer Outlet, Hazard House, Ravaged Riverfront and Icebound Inferno. |
Old Snake can now be used in any game type that has Special Characters enabled, or the player can select from two new special characters: Raiden, the White-blooded Scout, can fall from any height without damage and jump on ledges that would normally require a boost, and has no nanomachines. He handles a High Frequency Blade, operable in lethal and non-lethal mode, which allows him to deflect frontal attacks. His other unique weapons are the Mk.23 pistol and the Throwing Knife. When his Visor is closed, he can see all traps in the map. Instead of the usual CQC three-hit combo, he will instead start a spin kick which will continue as long as the user keeps tapping R1. |
When pressing the jump back button, Raiden, will do backwards handstands instead of jumping backwards (Raiden can get shot during these back handstands). He is also equipped with CQC 2 and a throat-slitting ability, along with a running ability higher than runner 3. (Equal to Runner 3 as of version 1.36) Vamp, the Undead Blade, can fall from any height without damage and jump on ledges that would normally require a boost. He is an expert at using the Combat Knife and Throwing Knives. On his normal R1 CQC Combo, his third attack is replaced with an axe kick. Pressing the side roll button will make Vamp move swiftly to the right/left (depending on which way you are making him move) which avoids all bullets. |
Pressing the jump back button, will make Vamp swiftly move backwards, however, this move does not avoid bullets. Upon dying, he is resurrected on the spot after a few seconds. His Throwing Knives home in on an enemies chest if locked on with Auto Aim. He is also equipped with CQC 2 and a throat-slitting ability, along with a running ability higher than runner 3. (Equal to Runner 3 as of version 1.36) Cheating and distributed denial of service attacks Metal Gear Online has been plagued by several methods of cheating, including lag-switching and exploiting glitches. It has also been the target of frequent DDoS attacks, starting from 2011 and lasting until service termination. |
When the attacks first started, the targets were primarily the players of the opposing team in a competitive match. Attackers disconnected these players either to win the match by default or to gain an advantage. Konami silently addressed this by masking IPs of players in official modes. However, attackers instead targeted the servers themselves. These attacks typically resulted in higher-than-average lag while navigating the in-game menus, and/or the disconnection of players who were online. Because of the nature of these attacks, it is difficult to effectively report the perpetrators. On August 31, Konami issued a statement assuring players that any persons violating the codes of conduct will be banned from service. |
Although banning perpetrators kept them off the game, the server attacks could still be carried out. Up until its shutdown, these attacks had not ceased. Termination of service On February 14, 2012, Konami announced via their website and in-game client that all Metal Gear Online services will be, and has been terminated on June 12, 2012. The announcement detailed cancellations of various services up to June 12 including the closure of the online store and that all expansion packs will be free of charge from April 24, 2012 onward. The game servers originally had a contract for three years, however the service was extended an additional year before termination, for a total of four years of service. |
As of the 2.00 patch issued on June 8, 2012, the Metal Gear Online game data and menu option was permanently removed from the game. Competitions Konami organized regional and worldwide competitions periodically. Notable examples include the MGO World Championship 2008. and the MGO Anniversary Tournament. 2010 European championship Entrants were selected on a first come, first served basis. In the first round of the tournament finals, eight preliminary groups of eight teams competed in a knock-out style tournament in which only one team could proceed to the next round. These eight winning teams advanced to a final knock-out stage, held on the March 7, 2010, where a best-of-three format was adopted. |
To The Max defeated PBO in the grand finals, and Peace Of Mind defeated PotentiaL in the third place play-off. The 1st, 2nd and 3rd placed teams received an MGS4 Edition Astro Audio System, Astro Gamer-Backpack "Scout", and Astro Gamer-Tasche "Mission", respectively. There was controversy when one of the event players by the name of "REDWINGS" took part in the tournament but cheated in order to win the prize. Many EU players have said he is the reason there hasn't been any tournaments since EC 2010 as he wasn't the only person to play unfairly. Metal Gear Arcade Metal Gear Arcade is a reworked arcade version of Metal Gear Online developed by Kojima Productions and released on December 20, 2010 in Japan. |
It features head controls and stereoscopic 3D rendering. Legacy On June 13, 2013, Hideo Kojima confirmed that a new Metal Gear Online would be included with Metal Gear Solid V: The Phantom Pain. References External links Metal Gear Online 2 Revival official website Metal Gear Online official website Metal Gear Arcade official website Category:2008 video games Category:Arcade games Category:Metal Gear video games Category:Multiplayer online games Category:Multiplayer video games Category:PlayStation 3 games Category:PlayStation Network games Category:Video games developed in Japan Category:Video games with expansion packs Category:Video games with stereoscopic 3D graphics |
The mandible (from or mandĭbŭ-lum, a jaw) of an arthropod is a pair of mouthparts used either for biting or cutting and holding food. Mandibles are often simply referred to as jaws. Mandibles are present in the extant subphyla Myriapoda (millipedes and others), Crustacea and Hexapoda (insects etc.). These groups make up the clade Mandibulata, which is currently believed to be the sister group to the rest of arthropods, the clade Arachnomorpha (Chelicerata and Trilobita). Unlike the chelicerae of arachnids, mandibles can often be used to chew food. Mandibulates also differ by having antennae, and also by having three distinct body regions: head, thorax and abdomen. |
(The cephalothorax (or prosoma) of chelicerates is a fusion of head and thorax.) Insects Insect mandibles are as diverse in form as their food. For instance, grasshoppers and many other plant-eating insects have sharp-edged mandibles that move side to side. Most butterflies and moths lack mandibles as they mainly feed on nectar from flowers. Queen bees have mandibles with sharp cutting teeth unlike worker bees, who have toothless jaws. Male dobsonflies have slender mandibles up to 2.5 cm long, half as long as the insect's main body. Potter wasps use their mandibles to mix droplets of water with clay while constructing a nest. |
Ants Ants have long, broad, serrated jaws, used for digging, collecting food, fighting and cutting, and are probably the most important work tool ants possess. Ants typically bite each other when fighting. Some ants use mandibles to injure the enemy and squirt poison into the wound. Harvester ants use their mandibles to collect and carry seeds. Army ants have sharp mandibles that are better adapted for fighting than obtaining food or nursing the larvae. Carpenter ants make their nests in various wooden structures, which they hollow out with their sharp mandibles. Beetles The shape and size of beetle mandibles varies from species to species depending on the food preferences. |
For example, carnivorous beetles have extended mandibles to seize or crush prey. Tiger beetles' mandibles (similar to the piercing canine teeth of tigers) are well adapted for killing prey. Diving beetle and firefly larvae have hollow mandibles, which can inject digestive fluid to liquefy the tissues of the prey. When this process is over, they suck the digested tissue through the mandibles. The antlerlike jaws of stag beetles are essentially their namesake trait. In some tropical species they can be up to 10 cm, as long as the body of the beetle. These mandibles are primarily used in combat. Butterflies and moths Caterpillars use sharp mandibles to cut leaves in side-to-side motions. |
Only a few moths have functional mandibles in the adult stage. The most notable example are members of the family Micropterigidae, small moths with toothed mandibles used for chewing pollen grains, lacking even the most rudimentary proboscis. Myriapods Among myriapods, centipedes have strong, bristly mandibles, which have a row of teeth in all centipedes except for members of the order Geophilomorpha. Millipedes have small mandibles, their only functioning mouthparts, as the maxillae are fused to the lower lip (labium). Crustaceans Crustaceans have a pair of mandibles that typically consist of an enlarged basal segment (coxa) and a palp (sensory feeler) consisting of all other segments. |
In some groups, such as the Branchiopoda, the palp is reduced or absent. Crustacean mandibles may be equipped with special teeth (molar and incisor processes). See also Mandibulata References Encarta Reference Library Premium 2005 DVD. Category:Mouth Category:Arthropod anatomy |
A universally unique identifier (UUID) is a 128-bit number used to identify information in computer systems. The term globally unique identifier (GUID) is also used, typically in software created by Microsoft. When generated according to the standard methods, UUIDs are for practical purposes unique. Their uniqueness does not depend on a central registration authority or coordination between the parties generating them, unlike most other numbering schemes. While the probability that a UUID will be duplicated is not zero, it is close enough to zero to be negligible. Thus, anyone can create a UUID and use it to identify something with near certainty that the identifier does not duplicate one that has already been, or will be, created to identify something else. |
Information labeled with UUIDs by independent parties can therefore be later combined into a single database or transmitted on the same channel, with a negligible probability of duplication. Adoption of UUIDs is widespread, with many computing platforms providing support for generating them and for parsing their textual representation. History UUIDs were originally used in the Apollo Network Computing System (NCS) and later in the Open Software Foundation's (OSF) Distributed Computing Environment (DCE). The initial design of DCE UUIDs was based on the NCS UUIDs, whose design was in turn inspired by the (64-bit) unique identifiers defined and used pervasively in Domain/OS, an operating system also designed by Apollo Computer. |
Later, the Microsoft Windows platforms adopted the DCE design as globally unique identifiers (GUIDs). RFC 4122 registered a URN namespace for UUIDs and recapitulated the earlier specifications, with the same technical content. By the time RFC 4122 was published as a proposed IETF standard, the ITU had also standardized UUIDs, based on the previous standards and early versions of RFC 4122. Standards UUIDs are standardized by the Open Software Foundation (OSF) as part of the Distributed Computing Environment (DCE). UUIDs are documented as part of ISO/IEC 11578:1996 "Information technology – Open Systems Interconnection – Remote Procedure Call (RPC)" and more recently in ITU-T Rec. |
X.667 | ISO/IEC 9834-8:2005. The Internet Engineering Task Force (IETF) published the Standards-Track RFC 4122, technically equivalent to ITU-T Rec. X.667 | ISO/IEC 9834-8. Format In its canonical textual representation, the 16 octets of a UUID are represented as 32 hexadecimal (base-16) digits, displayed in five groups separated by hyphens, in the form 8-4-4-4-12 for a total of 36 characters (32 hexadecimal characters and 4 hyphens). For example: 123e4567-e89b-12d3-a456-426655440000 xxxxxxxx-xxxx-Mxxx-Nxxx-xxxxxxxxxxxx The four-bit M and the 1 to 3 bit fields code the format of the UUID itself. The four bits of digit M are the UUID version, and the 1 to 3 most significant bits of digit N code the UUID variant. |
(See below.) In the example, M is 1, and N is a (10xx2), meaning that this is a version-1, variant-1 UUID; that is, a time-based DCE/RFC 4122 UUID. The canonical 8-4-4-4-12 format string is based on the record layout for the 16 bytes of the UUID: These fields correspond to those in version 1 and 2 UUIDs (that is, time-based UUIDs), but the same 8-4-4-4-12 representation is used for all UUIDs, even for UUIDs constructed differently. RFC 4122 Section 3 requires that the characters be generated in lower case, while being case-insensitive on input. Microsoft GUIDs are sometimes represented with surrounding braces: {123e4567-e89b-12d3-a456-426655440000} This format should not be confused with "Windows Registry format", which refers to the format within the curly braces. |
RFC 4122 defines a Uniform Resource Name (URN) namespace for UUIDs. A UUID presented as a URN appears as follows: urn:uuid:123e4567-e89b-12d3-a456-426655440000 Encoding The binary encoding of UUIDs varies between systems. Variant 1 UUIDs, nowadays the most common variant, are encoded in a big-endian format. For example, 00112233-4455-6677-8899-aabbccddeeff is encoded as the bytes 00 11 22 33 44 55 66 77 88 99 aa bb cc dd ee ff. Variant 2 UUIDs, historically used in Microsoft's COM/OLE libraries, use a mixed-endian format, whereby the first three components of the UUID are little-endian, and the last two are big-endian. For example, 00112233-4455-6677-8899-aabbccddeeff is encoded as the bytes 33 22 11 00 55 44 77 66 88 99 aa bb cc dd ee ff. |
Variants One of the variants defined by RFC 4122, variant 0 (indicated by the one-bit pattern 0xxx2, N = 0..7), is for backwards compatibility with the now-obsolete Apollo Network Computing System 1.5 UUID format developed around 1988. In this format, the first 6 octets of the UUID are a 48-bit timestamp (the number of 4-microsecond units of time since 1 January 1980 UTC); the next 2 octets are reserved; the next octet is the "address family"; and the final 7 octets are a 56-bit host ID in the form specified by the address family. Though different in detail, the similarity with modern version-1 UUIDs is evident. |
The variant bits in the current UUID specification coincide with the high bits of the address family octet in NCS UUIDs. Though the address family could hold values in the range 0..255, only the values 0..13 were ever defined. Accordingly, the variant-0 bit pattern 0xxx avoids conflicts with historical NCS UUIDs, should any still exist in databases. The 3-bit variant bit pattern 111x2 (N = e..f) is reserved for possible future variants. The other two variants, variants 1 and 2, are used by the current UUID specifications. Variant-1 UUIDs (10xx2 N = 8..b, 2 bits) are referred to as RFC 4122/DCE 1.1 UUIDs, or "Leach–Salz" UUIDs, after the authors of the original Internet Draft. |
Variant 2 (110x2 = c..d, 3 bits) is characterized in the RFC as "reserved, Microsoft Corporation backward compatibility" and was used for early GUIDs on the Microsoft Windows platform. Variant bits aside, the two variants are the same, except that when reduced to a binary form for storage or transmission, variant-1 UUIDs use "network" (big-endian) byte order, while variant-2 GUIDs use "native" (little-endian) byte order for some subfields of the UUID. In their textual representations, variants 1 and 2 are the same, except for the variant bits. When byte swapping is required to convert between the big-endian byte order of variant 1 and the little-endian byte order of variant 2, the fields above define the swapping. |
The first three fields are unsigned 32- and 16-bit integers and are subject to swapping, while the last two fields consist of uninterpreted bytes, not subject to swapping. This byte swapping applies even for versions 3, 4, and 5, where the canonical fields do not correspond to the content of the UUID. Note that while some important GUIDs, such as the identifier for the Component Object Model IUnknown interface, are nominally variant-2 UUIDs, many identifiers generated and used in Microsoft Windows software and referred to as "GUIDs" are standard variant-1 RFC 4122/DCE 1.1 network-byte-order UUIDs, rather than little-endian variant-2 UUIDs. |
The current version of the Microsoft guidgen tool produces standard variant-1 UUIDs. Some Microsoft documentation states that "GUID" is a synonym for "UUID", as standardized in RFC 4122. RFC 4122 itself states that UUIDs "are also known as GUIDs". All this suggests that "GUID", while originally referring to a variant of UUID used by Microsoft, has become simply an alternative name for UUID, with both variant-1 and variant-2 GUIDs being extant. Versions For both variants 1 and 2, five "versions" are defined in the standards, and each version may be more appropriate than the others in specific use cases. Version is indicated by the M in the string representation. |
Version-1 UUIDs are generated from a time and a node ID (usually the MAC address); version-2 UUIDs are generated from an identifier (usually a group or user ID), time, and a node ID; versions 3 and 5 produce deterministic UUIDs generated by hashing a namespace identifier and name; and version-4 UUIDs are generated using a random or pseudo-random number. Nil UUID The "nil" UUID, a special case, is the UUID 00000000-0000-0000-0000-000000000000; that is, all bits set to zero. Version 1 (date-time and MAC address) Version 1 concatenates the 48-bit MAC address of the "node" (that is, the computer generating the UUID), with a 60-bit timestamp, being the number of 100-nanosecond intervals since midnight 15 October 1582 Coordinated Universal Time (UTC), the date on which the Gregorian calendar was first adopted. |
RFC 4122 states that the time value rolls over around 3400 AD, depending on the algorithm used, which implies that the 60-bit timestamp is a signed quantity. However some software, such as the libuuid library, treats the timestamp as unsigned, putting the rollover time in 5236 AD. A 13- or 14-bit "uniquifying" clock sequence extends the timestamp in order to handle cases where the processor clock does not advance fast enough, or where there are multiple processors and UUID generators per node. When UUIDs are generated faster than the system clock could advance, the lower bits of the timestamp fields can be generated by incrementing it every time a UUID is being generated, to simulate a high-resolution timestamp. |
With each version 1 UUID corresponding to a single point in space (the node) and time (intervals and clock sequence), the chance of two properly generated version-1 UUIDs being unintentionally the same is practically nil. Since the time and clock sequence total 74 bits, 274 (1.8, or 18 sextillion) version-1 UUIDs can be generated per node ID, at a maximal average rate of 163 billion per second per node ID. In contrast to other UUID versions, version-1 and -2 UUIDs based on MAC addresses from network cards rely for their uniqueness in part on an identifier issued by a central registration authority, namely the Organizationally Unique Identifier (OUI) part of the MAC address, which is issued by the IEEE to manufacturers of networking equipment. |
The uniqueness of version-1 and version-2 UUIDs based on network-card MAC addresses also depends on network-card manufacturers properly assigning unique MAC addresses to their cards, which like other manufacturing processes is subject to error. Usage of the node's network card MAC address for the node ID means that a version-1 UUID can be tracked back to the computer that created it. Documents can sometimes be traced to the computers where they were created or edited through UUIDs embedded into them by word processing software. This privacy hole was used when locating the creator of the Melissa virus. RFC 4122 does allow the MAC address in a version-1 (or 2) UUID to be replaced by a random 48-bit node ID, either because the node does not have a MAC address, or because it is not desirable to expose it. |
In that case, the RFC requires that the least significant bit of the first octet of the node ID should be set to 1. This corresponds to the multicast bit in MAC addresses, and setting it serves to differentiate UUIDs where the node ID is randomly generated from UUIDs based on MAC addresses from network cards, which typically have unicast MAC addresses. Version 2 (date-time and MAC address, DCE security version) RFC 4122 reserves version 2 for "DCE security" UUIDs; but it does not provide any details. For this reason, many UUID implementations omit version 2. However, the specification of version-2 UUIDs is provided by the DCE 1.1 Authentication and Security Services specification. |
Version-2 UUIDs are similar to version 1, except that the least significant 8 bits of the clock sequence are replaced by a "local domain" number, and the least significant 32 bits of the timestamp are replaced by an integer identifier meaningful within the specified local domain. On POSIX systems, local-domain numbers 0 and 1 are for user ids (UIDs) and group ids (GIDs) respectively, and other local-domain numbers are site-defined. On non-POSIX systems, all local domain numbers are site-defined. The ability to include a 40-bit domain/identifier in the UUID comes with a tradeoff. On the one hand, 40 bits allow about 1 trillion domain/identifier values per node ID. |
On the other hand, with the clock value truncated to the 28 most significant bits, compared to 60 bits in version 1, the clock in a version 2 UUID will "tick" only once every 429.49 seconds, a little more than 7 minutes, as opposed to every 100 nanoseconds for version 1. And with a clock sequence of only 6 bits, compared to 14 bits in version 1, only 64 unique UUIDs per node/domain/identifier can be generated per 7-minute clock tick, compared to 16,384 clock sequence values for version 1. Thus, Version 2 may not be suitable for cases where UUIDs are required, per node/domain/identifier, at a rate exceeding about one every seven seconds. |
Versions 3 and 5 (namespace name-based) Version-3 and version-5 UUIDs are generated by hashing a namespace identifier and name. Version 3 uses MD5 as the hashing algorithm, and version 5 uses SHA-1. The namespace identifier is itself a UUID. The specification provides UUIDs to represent the namespaces for URLs, fully qualified domain names, object identifiers, and X.500 distinguished names; but any desired UUID may be used as a namespace designator. To determine the version-3 UUID corresponding to a given namespace and name, the UUID of the namespace is transformed to a string of bytes, concatenated with the input name, then hashed with MD5, yielding 128 bits. |
Then 6 or 7 bits are replaced by fixed values, the 4-bit version (e.g. 00112 for version 3), and the 2- or 3-bit UUID "variant" (e.g. 102 indicating a RFC 4122 UUIDs, or 1102 indicating a legacy Microsoft GUID). Since 6 or 7 bits are thus predetermined, only 121 or 122 bits contribute to the uniqueness of the UUID. Version-5 UUIDs are similar, but SHA-1 is used instead of MD5. Since SHA-1 generates 160-bit digests, the digest is truncated to 128 bits before the version and variant bits are replaced. Version-3 and version-5 UUIDs have the property that the same namespace and name will map to the same UUID. |
However, neither the namespace nor name can be determined from the UUID, even if one of them is specified, except by brute-force search. RFC 4122 recommends version 5 (SHA-1) over version 3 (MD5) due to the addition of a salt, and warns against use of UUIDs of either version as security credentials. Version 4 (random) A version 4 UUID is randomly generated. As in other UUIDs, 4 bits are used to indicate version 4, and 2 or 3 bits to indicate the variant (102 or 1102 for variants 1 and 2 respectively). Thus, for variant 1 (that is, most UUIDs) a random version-4 UUID will have 6 predetermined variant and version bits, leaving 122 bits for the randomly generated part, for a total of 2122, or 5.3 (5.3 undecillion) possible version-4 variant-1 UUIDs. |
There are half as many possible version-4 variant-2 UUIDs (legacy GUIDs) because there is one less random bit available, 3 bits being consumed for the variant. Collisions Collision occurs when the same UUID is generated more than once and assigned to different referents. In the case of standard version-1 and version-2 UUIDs using unique MAC addresses from network cards, collisions can occur only when an implementation varies from the standards, either inadvertently or intentionally. In contrast to version-1 and -2 UUIDs using randomly generated node ids, hash-based version-3 and version-5 UUIDs, and random version-4 UUIDs, collisions can occur even without implementation problems, albeit with a probability so small that it can normally be ignored. |
This probability can be computed precisely based on analysis of the birthday problem. For example, the number of random version-4 UUIDs which need to be generated in order to have a 50% probability of at least one collision is 2.71 quintillion, computed as follows: This number is equivalent to generating 1 billion UUIDs per second for about 85 years. A file containing this many UUIDs, at 16 bytes per UUID, would be about 45 exabytes; this is many times larger than the largest databases currently in existence, which are on the order of hundreds of petabytes. The smallest number of version-4 UUIDs which must be generated for the probability of finding a collision to be p is approximated by the formula Thus, the probability to find a duplicate within 103 trillion version-4 UUIDs is one in a billion. |
Uses Significant uses include ext2/ext3/ext4 filesystem userspace tools (e2fsprogs uses libuuid provided by util-linux), LVM, LUKS encrypted partitions, GNOME, KDE, and macOS, most of which are derived from the original implementation by Theodore Ts'o. One of the uses of UUIDs in Solaris (using Open Software Foundation implementation) is identification of a running operating system instance for the purpose of pairing crash dump data with Fault Management Event in the case of kernel panic. |
In COM There are several flavors of GUIDs used in Microsoft's Component Object Model (COM): – interface identifier; (The ones that are registered on a system are stored in the Windows Registry at ) – class identifier; (Stored at ) – type library identifier; (Stored at ) – category identifier; (its presence on a class identifies it as belonging to certain class categories, listed at ) As database keys UUIDs are commonly used as a unique key in database tables. The function in Microsoft SQL Server version 4 Transact-SQL returns standard random version-4 UUIDs, while the function returns 128-bit identifiers similar to UUIDs which are committed to ascend in sequence until the next system reboot. |
The Oracle Database function does not return a standard GUID, despite the name. Instead, it returns a 16-byte 128-bit RAW value based on a host identifier and a process or thread identifier, somewhat similar to a GUID. PostgreSQL contains a datatype and can generate most versions of UUIDs through the use of functions from modules. MySQL provides a function, which generates standard version-1 UUIDs. The random nature of standard UUIDs of versions 3, 4, and 5, and the ordering of the fields within standard versions 1 and 2 may create problems with database locality or performance when UUIDs are used as primary keys. |
For example, in 2002 Jimmy Nilsson reported a significant improvement in performance with Microsoft SQL Server when the version-4 UUIDs being used as keys were modified to include a non-random suffix based on system time. This so-called "COMB" (combined time-GUID) approach made the UUIDs non-standard and significantly more likely to be duplicated, as Nilsson acknowledged, but Nilsson only required uniqueness within the application.. The PostgreSQL sequential uuid extension from T Vondra is based on this approach and he gives a very good deep explanation of how this works in his blog.. Some web frameworks, such as Laravel, have support for "timestamp first" UUIDs that may be efficiently stored in an indexed database column. |
See also Birthday attack Object identifier (OID) Uniform Resource Identifier (URI) References External links Random UUID Generator Technical Note TN2166 Secrets of the GPT – Mac Developer Library UEFI and Windows – Microsoft TechNet CLSID Registry Key Information – Microsoft Developer Network How to generate and parse UUIDs (or GUIDs) in Java Recommendation ITU-T X.667 | ISO/IEC 9834-8 "Procedures for the operation of object identifier registration authorities: Generation of universally unique identifiers and their use in object identifiers" (freely available) Universally Unique Identifiers (ITU) Commons Id Syntax and semantics of the DCE variant of Universal Unique Identifiers (UUIDs) Random UUID Probability of Duplicates A Brief History of the UUID UUID Decoder tool Category:Unique identifiers Category:Windows administration |
A lead time is the latency between the initiation and completion of a process. For example, the lead time between the placement of an order and delivery of new cars by a given manufacturer might be between 2 weeks and 6 months, depending on various particularities. One business dictionary defines "manufacturing lead time" as the total time required to manufacture an item, including order preparation time, queue time, setup time, run time, move time, inspection time, and put-away time. For make-to-order products, it is the time between release of an order and the production and shipment that fulfill that order. |
For make-to-stock products, it is the time taken from the release of an order to production and receipt into finished goods inventory. Supply chain management A conventional definition of lead time in a supply chain management context is the time from the moment the customer places an order (the moment the supplier learns of the requirement) to the moment it is ready for delivery. In the absence of finished goods or intermediate (work in progress) inventory, it is the time it takes to actually manufacture the order without any inventory other than raw materials. |
The Chartered Institute of Procurement & Supply identifies "total lead time" as a combination of "internal lead time" (the time required for the buying organisation's internal processes to progress from identification of a need to the issue of a purchase order) and "external lead time" (the time required for the supplying organisation's processes, including any development required, manufacture, despatch and delivery). Manufacturing In the manufacturing environment, lead time has the same definition as that of Supply Chain Management, but it includes the time required to ship the parts from the supplier. Shipping time is included because the manufacturing company needs to know when the parts will be available for material requirements planning purposes. |
It is also possible to include within lead time the time it takes for a company to process and have the part ready for manufacturing once it has been received. The time it takes a company to unload a product from a truck, inspect it, and move it into storage ("put-away time") is not trivial. With tight manufacturing constraints or when a company is using Just In Time manufacturing, it is important for supply chain to know how long their own internal processes take. Lead time consists of: Preprocessing Lead Time (also known as "planning time" or "paperwork"): the time required to release a purchase order (if you buy an item) or create a job (if you manufacture an item), from the time you learn of the requirement. |
Processing Lead Time: the time required to procure or manufacture an item. Postprocessing Lead Time: the time to make a purchased item available in inventory from the time you receive it (including quarantine, inspection, etc.) Example Company A needs a part that can be manufactured in two days once Company B has received an order. It takes three days for company A to receive the part once shipped, and one additional day before the part is ready to go into manufacturing. If Company A's Supply Chain calls Company B they will be quoted a lead time of 2 days for the part. |
If Company A's Manufacturing division asks the Supply Chain division what the lead time is, they will be quoted 5 days since shipping will be included. If a line worker asks the Manufacturing Division boss what the lead time is before the part is ready to be used, it will be 6 days because setup time will be included. In more detail Lead Time terminology has been defined in greater detail. The Supply Chain from customer order received to the moment the order is delivered is divided into five lead times. Order Lead Time - Time from customer order received to customer order delivered. |
Order Handling Time - Time from customer order received to sales order created. Manufacturing Lead Time - Time from sales order created to production finished (ready for delivery). Production Lead Time - Time from start of physical production of first submodule/part to production finished (ready for delivery). Delivery Lead Time - Time from production finished to customer order delivered. Example A restaurant opens up and a customer walks in. A waiter guides him to a table, gives him the menu and asks what he would like to order. The customer selects a dish and the waiter writes it in his notepad. |
At that moment the customer has made an order which the restaurant has accepted – Order Lead Time and Order Handling Time have begun. Now the waiter marks the order in the cash register, rips the paper from the notepad, takes it into the kitchen and puts into the order queue. The order has been handled and is waiting in the factory (kitchen) for manufacturing. As there are no other customers, the waiter decides to stand outside the kitchen, by the door, waiting for the dish to be prepared and begins calculating Manufacturing Lead Time. Meanwhile, the chef finishes what he was doing, takes the order from the queue, starts his clock as a mark for the start of Production Lead Time and begins cooking. |
The chef chops the vegetables, fries the meat and boils the pasta. When the dish is ready, the chef rings a bell and stops his clock. At the same time the waiter stops calculating Manufacturing Lead Time and rushes through the kitchen door to get the food while it is hot. When he picks it up, begins counting of Delivery Lead Time that ends when the dish is served to the customer, who can now happily say that the Order Lead Time was shorter than he had expected. Order lead time When talking about Order Lead Time (OLT) it is important to differentiate the definitions that may exist around this concept. |
Although they look similar there are differences between them that help the industry to model the order behavior of their customers. The four definitions are : The Actual Order Lead Time (OLTActual) The order lead-time, refers to the time which elapses between the receipt of the customer's order (Order Entry Date) and the delivery of the goods." The Requested Order Lead Time (OLTRequested) represents the time between the Order Entry Date and the customer requested delivery date; this measurement could help the company to understand the order behavior of the customers and help to design profitable models to fulfill customer needs.Silva, L., 2013, "Supply Chain Contract Compliance Measurements" Master thesis (work in progress), Aalto University, Finland. |
The Quote Order Lead Time (OLTQuote) is the agreed time between the Order Entry Date and the supplier’s committed deliver date of goods as stipulated in a supply chain contract. The Confirmed Order Lead Time (OLTConfirmed) represents the time between the Order Entry Date and the by the supplier confirmed'' delivery date of goods. OLT formulas OLTRequested = Wish Date – Order Entry Date The OLTRequested will be determined by the difference between the date the customer wants the material in his facilities (wish date) and the date when they provided its order to the supplier. OLTQuote = Quote Date – Order Entry Date The OLTQuote will be determined by the difference between the date the customer agree to receive the material in their facilities (Quote date) and the date when the order is provided to the supplier. |
OLTActual = Delivery Date – Order Entry Date The OLTActual will be determined by the difference between the day the provider deliver the material (Delivery date) and the date when they enter the order in the system. OLTConfirmed = Confirmed Date – Order Entry Date The OLTConfirmed will be determined by the difference between the date the confirmed date by the provider to deliver the material in the customer facilities (Confirmed date) and the date when they provide the order to the supplier. Average OLT based on volume The Average OLT based on Volume (OLTV) is the addition of all the multiplications between the volume of product we deliver (quantity) and the OLT divided by the total quantity delivered in the period of time we are studying for that specific facility. |
By doing this the company will be able to find a relation of volume weighted between the quantities of material required for an order and the time requested to accomplish it. The volume metric could be applied to the 4 types of OLT. The figure obtained from this calculation will be the average time (e.g. in days) between order placing and the requested delivery date of a specific customer under consideration of the average quantities ordered during that particular time. Potential application areas for order lead time measurement The correct analysis of OLT will give the company: Better understanding of the market behavior making it able to develop more profitable schemas that fit better with customer needs (Revenue Management). |
Increases company ability to detect and correct any behavior that is not within terms agreed in the contract (by penalization or different contract schema). The OLT measurement creates an opportunity area to improve the customer relations by increasing the level of communication with them. Project management In project management lead time is the time it takes to complete a task or a set of interdependent tasks. The lead of the entire project would be the overall duration of the critical path for the project. Lead time is also the saved time by starting an activity before its predecessor is completed. |
According to the PMBOK (4th edition) by PMI, lead is a dependency between two activities. An example would be scheduling the start of a 2-week activity dependent with the finish of the successor activity with a lead of 2 weeks so they will finish at the same time. Journalism Lead time in publishing describes the amount of time that a journalist has between receiving a writing assignment and submitting the completed piece. Depending on the publication, lead times can be anything from a couple of hours to many months/years. Medicine Lead time (when referring to a disease) is the length of time between detection of a disease through screening and the moment in time where it would have normally presented with symptoms and led to a diagnosis. |
An example of this is seen with breast cancer population screening, where women who are asymptomatic have a positive test result with mammography, whereas the underlying disease would have taken many more years to manifest. See also Time limit Safety stock Latency (engineering) References Category:Publishing Category:Lean manufacturing Category:Business planning |
The Migration Period was a period that lasted from 375 (possibly as early as 300) to 568, during which there were widespread invasions of peoples within or into Europe, during and after the decline of the Western Roman Empire, mostly into Roman territory, notably the Germanic tribes and the Huns. This period has also been seen as an English translation of the German term It is also sometimes called — from the Roman and Greek perspective — the period of Barbarian Invasions. Historians give differing dates regarding the duration of this period, but the Migration Period is typically regarded as beginning with the invasion of Europe by the Huns from Asia in 375 and ending either with the conquest of Italy by the Lombards in 568, or at some point between 700 and 800. |
Various factors contributed to this phenomenon, and the role and significance of each one is still very much discussed among experts on the subject. Starting in 382, the Roman Empire and individual tribes made treaties regarding their settlement in its territory. The Franks, a Germanic tribe that would later found Francia—a predecessor of modern France and Germany—settled in the Roman Empire and were given the task of securing the northeastern Gaul border. Western Roman rule was first violated with the Crossing of the Rhine and the following invasions of the Vandals and Suebi. With wars ensuing between various tribes, as well as local populations in the Western Roman Empire, more and more power was transferred to Germanic and Roman militaries. |
There are contradicting opinions whether the fall of the Western Roman Empire was a result or a cause of these migrations, or both. The Eastern Roman Empire was less affected by the migrations despite losing much of its population and being forced to pay tribute to invading tribes and survived until the Fall of Constantinople to the Ottomans in 1453. In the modern period, the Migration Period was increasingly described with a rather negative connotation, and seen more as contributing to the fall of the empire. In place of the fallen Western Rome, Barbarian kingdoms arose in the 5th and 6th centuries and decisively shaped the European Early Middle Ages. |
The migrants comprised war bands or tribes of 10,000 to 20,000 people, but in the course of 100 years they numbered not more than 750,000 in total, compared to an average 39.9 million population of the Roman Empire at that time. Although immigration was common throughout the time of the Roman Empire, the period in question was, in the 19th century, often defined as running from about the 5th to 8th centuries AD. The first migrations of peoples were made by Germanic tribes such as the Goths (including the Visigoths and the Ostrogoths), the Vandals, the Anglo-Saxons, the Lombards, the Suebi, the Frisii, the Jutes, the Burgundians, the Alemanni, the Scirii and the Franks; they were later pushed westward by the Huns, the Avars, the Slavs and the Bulgars. |
Later invasions—such as the Viking, the Norman, the Varangian, the Hungarian, the Moorish, the Turkic and the Mongol—also had significant effects (especially in North Africa, the Iberian Peninsula, Anatolia and Central and Eastern Europe); however, they are usually considered outside the scope of the Migration Period. Chronology Origins of Germanic tribes Germanic peoples moved out of southern Scandinavia and northern Germany to the adjacent lands between the Elbe and Oder after 1000 BC. The first wave moved westward and southward (pushing the resident Celts west to the Rhine by about 200 BC), moving into southern Germany up to the Roman provinces of Gaul and Cisalpine Gaul by 100 BC, where they were stopped by Gaius Marius and Julius Caesar. |
It is this western group which was described by the Roman historian Tacitus (AD 56–117) and Julius Caesar (100–44 BC). A later wave of Germanic tribes migrated eastward and southward from Scandinavia between 600 and 300 BC to the opposite coast of the Baltic Sea, moving up the Vistula near the Carpathians. During Tacitus' era they included lesser known tribes such as the Tencteri, Cherusci, Hermunduri and Chatti; however, a period of federation and intermarriage resulted in the familiar groups known as the Alemanni, Franks, Saxons, Frisians and Thuringians. First phase The first phase of invasions, occurring between AD 300 and 500, is partly documented by Greek and Latin historians but difficult to verify archaeologically. |
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