Queueing theoryQueueing theory is the mathematical study of waiting lines, or queues. A queueing model is constructed so that queue lengths and waiting time can be predicted. Queueing theory is generally considered a branch of operations research because the results are often used when making business decisions about the resources needed to provide a service. Queueing theory has its origins in research by Agner Krarup Erlang, who created models to describe the system of incoming calls at the Copenhagen Telephone Exchange Company.
G-networkIn queueing theory, a discipline within the mathematical theory of probability, a G-network (generalized queueing network, often called a Gelenbe network) is an open network of G-queues first introduced by Erol Gelenbe as a model for queueing systems with specific control functions, such as traffic re-routing or traffic destruction, as well as a model for neural networks.
Jackson networkIn queueing theory, a discipline within the mathematical theory of probability, a Jackson network (sometimes Jacksonian network) is a class of queueing network where the equilibrium distribution is particularly simple to compute as the network has a product-form solution. It was the first significant development in the theory of networks of queues, and generalising and applying the ideas of the theorem to search for similar product-form solutions in other networks has been the subject of much research, including ideas used in the development of the Internet.
Kendall's notationIn queueing theory, a discipline within the mathematical theory of probability, Kendall's notation (or sometimes Kendall notation) is the standard system used to describe and classify a queueing node. D. G. Kendall proposed describing queueing models using three factors written A/S/c in 1953 where A denotes the time between arrivals to the queue, S the service time distribution and c the number of service channels open at the node.
LawLaw is a set of rules that are created and are enforceable by social or governmental institutions to regulate behavior, with its precise definition a matter of longstanding debate. It has been variously described as a science and as the art of justice. State-enforced laws can be made by a group legislature or by a single legislator, resulting in statutes; by the executive through decrees and regulations; or established by judges through precedent, usually in common law jurisdictions.
By-lawA by-law (bye-law, by(e)law, by(e) law), or as it is most commonly known in the United States bylaws, is a set of rules or law established by an organization or community so as to regulate itself, as allowed or provided for by some higher authority. The higher authority, generally a legislature or some other government body, establishes the degree of control that the by-laws may exercise. By-laws may be established by entities such as a business corporation, a neighbourhood association, or depending on the jurisdiction, a municipality.
English lawEnglish law is the common law legal system of England and Wales, comprising mainly criminal law and civil law, each branch having its own courts and procedures. Although the common law has, historically, been the foundation and prime source of English law, the most authoritative law is statutory legislation, which comprises Acts of Parliament, regulations and by-laws. In the absence of any statutory law, the common law with its principle of stare decisis forms the residual source of law, based on judicial decisions, custom, and usage.
Law of FranceFrench law has a dual jurisdictional system comprising private law (droit privé), also known as judicial law, and public law (droit public). Judicial law includes, in particular: Civil law (droit civil) Criminal law (droit pénale) Public law includes, in particular: Administrative law (droit administratif) Constitutional law (droit constitutionnel) Together, in practical terms, these four areas of law (civil, criminal, administrative and constitutional) constitute the major part of French law.
Common lawIn law, common law (also known as judicial precedent, judge-made law, or case law) is the body of law created by judges and similar quasi-judicial tribunals by virtue of being stated in written opinions. The defining characteristic of common law is that it arises as precedent. Common law courts look to the past decisions of courts to synthesize the legal principles of past cases. Stare decisis, the principle that cases should be decided according to consistent principled rules so that similar facts will yield similar results, lies at the heart of all common law systems.
Private lawPrivate law is that part of a civil law legal system which is part of the jus commune that involves relationships between individuals, such as the law of contracts and torts (as it is called in the common law), and the law of obligations (as it is called in civil legal systems). It is to be distinguished from public law, which deals with relationships between both natural and artificial persons (i.e., organizations) and the state, including regulatory statutes, penal law and other law that affects the public order.
Corporate lawCorporate law (also known as business law, company law or enterprise law) is the body of law governing the rights, relations, and conduct of persons, companies, organizations and businesses. The term refers to the legal practice of law relating to corporations, or to the theory of corporations. Corporate law often describes the law relating to matters which derive directly from the life-cycle of a corporation. It thus encompasses the formation, funding, governance, and death of a corporation.
Divine lawDivine law is any body of law that is perceived as deriving from a transcendent source, such as the will of God or gods - in contrast to man-made law or to secular law. According to Angelos Chaniotis and Rudolph F. Peters, divine laws are typically perceived as superior to man-made laws, sometimes due to an assumption that their source has resources beyond human knowledge and human reason. Believers in divine laws might accord them greater authority than other laws, for example by assuming that divine law cannot be changed by human authorities.
Cheating in online gamesCheating in online games is the subversion of the rules or mechanics of online video games to gain an unfair advantage over other players, generally with the use of third-party software. What constitutes cheating is dependent on the game in question, its rules, and consensus opinion as to whether a particular activity is considered to be cheating. Cheating is present in most multiplayer online games, but it is difficult to measure.
Steam (service)Steam is a video game digital distribution service and storefront from Valve. It was launched as a software client in September 2003 to provide game updates automatically for Valve's games, and expanded to distributing third-party titles in late 2005. Steam offers various features, like digital rights management (DRM), game server matchmaking with Valve Anti-Cheat measures, social networking, and game streaming services.
CustomerIn sales, commerce, and economics, a customer (sometimes known as a client, buyer, or purchaser) is the recipient of a good, service, product or an idea - obtained from a seller, vendor, or supplier via a financial transaction or exchange for money or some other valuable consideration. Early societies relied on a gift economy based on favours. Later, as commerce developed, less permanent human relations were formed, depending more on transitory needs rather than enduring social desires.
Customer relationship managementCustomer relationship management (CRM) is a process in which a business or other organization administers its interactions with customers, typically using data analysis to study large amounts of information. CRM systems compile data from a range of different communication channels, including a company's website, telephone (which many softwares come with a softphone), email, live chat, marketing materials and more recently, social media.
The SimsThe Sims is a series of life simulation video games developed by Maxis and published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. The games in the Sims series are largely sandbox games, in that they lack any defined goals (except for some later expansion packs and console versions which introduced this gameplay style). The player creates virtual people called "Sims", places them in houses, and helps direct their moods and satisfy their desires.
Static VAR compensatorA static VAR compensator (SVC) is a set of electrical devices for providing fast-acting reactive power on high-voltage electricity transmission networks. SVCs are part of the flexible AC transmission system device family, regulating voltage, power factor, harmonics and stabilizing the system. A static VAR compensator has no significant moving parts (other than internal switchgear). Prior to the invention of the SVC, power factor compensation was the preserve of large rotating machines such as synchronous condensers or switched capacitor banks.
The Sims 2The Sims 2 is a 2004 strategic life simulation video game developed by Maxis and published by Electronic Arts. It is the second major title in The Sims series, and is the sequel to The Sims. The game was released for Microsoft Windows on September 14, 2004, and a port for MacOS was released on June 17, 2005. Eight expansion packs and nine "stuff packs" were subsequently released between 2005 and 2008. In addition, versions of The Sims 2 were released on various consoles and mobile platforms, including the Nokia Ovi Store.
Customer serviceCustomer service is the assistance and advice provided by a company to those people who buy or use its products or services. Each industry requires different levels of customer service, but towards the end, the idea of a well-performed service is that of increasing revenues. The perception of success of the customer service interactions is dependent on employees "who can adjust themselves to the personality of the customer". Customer service is often practiced in a way that reflects the strategies and values of a firm.