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OBSERVATION PROBLEM DEFINITION MODEL CONSTRUCTION SOLUTION IMPLEMENTATION OR T E C H N I Q U E S Mathematical Linear Programming (MLP) Probabilistic Inventory Networks Others Critical Path Method (CPM) Program Evaluation and Review Technique (PERT) Network Flow Obtain Stamp 3 Write a Letter 8 Obtain Envelope 7 Put in Env. 12 Address & Stamp Post 14 16 The first step in the application of CPM is to develop a network representation of the project plan. A 'network' is a graphic representation with a flow of some type in its branches. It represents nodes and branches. Rules For Construction of Networks (a) Each activity is represented by one and only one arrow. This means that no single activity can be represented twice in a network (b) No two activities can be identified by the same end events. This means that there should not be loops in the network … (c) Time flows from left to right. All the arrows point in one direction. Arrows pointing in opposite direction must be avoided. (d) Arrows should not cross each other. (e) Every node must have at least one activity preceding it and at least one activity following it, except for the nodes at the very beginning and at the very end of the network. Dummy Activities There is a need for dummy activities when the project contains groups of two or more jobs which have common predecessors. The time taken for the dummy activities is zero. A C B E D D1 G F H D2 D3 J 5 H D 1 A 2 B 3 7 L I E 4 G J 6 8 K 9 M 10 N F 11 C Looping 8 9 109 10 Dangling 8 9 9 11 10 Merge Node 8 9 9 10 10 11 Burst Node 10 5 9 11 12 Example 15 2 8 10 3 12 16 20 3 15 7 16 1 30 11 15 2 8 Example 10 3 12 16 20 3 15 7 EVENT 1 0 2 16 3 20 7 20 + 15 8 16 + 15, OR 20 + 10 OR 20 + 15 +3 11 30, OR 35 + 16, OR 38 + 12 16 1 30 11 15 2 8 Cont! 10 3 12 16 20 3 15 7 16 1 30 EARLIEST TIME:By Longest Chain LATEST TIME: Backward Pass 51, 39, 35, 20, 24, 0 11 TIMES (ACTIVITY) EARLIEST START TIME Earliest possible time at which an activity can start and is given by the earliest time of the Tail Event. TIMES (ACTIVITY) EARLIEST FINISH TIME Earliest possible time at which an activity can finish and is given by adding the duration time to the earliest start time. TIMES (ACTIVITY) LATEST FINISH TIME Latest Event Time of the Head Event. TIMES (ACTIVITY) LATEST START TIME Latest possible time by which an activity start and is given by subtracting the duration time from the Latest Finish Time. Example E=16 E=38 15 2 8 L=39 L=24 10 16 E=20 1 L=0 12 E=35 3 20 E=0 3 L=20 15 7 L=35 30 16 E=51 11 L=51 Cont! ACTIVITY DURATION START E L FINISH E L 1-2 1-3 1-11 2-8 3-7 3-8 7-8 7-11 8-11 0 0 0 16 20 20 35 35 38 16 20 30 31 35 30 38 51 50 16 20 30 15 15 10 3 16 12 8 0 21 24 20 29 36 35 39 24 20 51 39 35 39 39 51 51 Notations Earliest Time of Tail Event i= iE Latest Time of Tail Event i = iL Earliest Time of Head Event j= jE Latest Time of Head Event j = jL FLOATS INDEPENDENT FLOAT Time by which an activity can expand without affecting other (PREV or SUBSEQ) I = jE - iL - D If Negative, take I = 0 Cont ! FREE FLOAT Time by which an activity can expand without affecting subsequent activity. F = jE - iE - D Cont ! TOTAL FLOAT Time by which an activity can expand without affecting the overall duration of the project. T = jL - iE - D Example E=16 2 L=24 E=38 15 E=51 8 11 L=39 2-8 T = jE – iE – D = 39 – 16 – 15 = 9 F = jE – iE – D = 38 – 16 – 15 = 7 I = jE – iL – D = 38 – 24 – 15 = -1 L=51 Note TARGET TIME > PROJECT TIME POSITIVE FLOAT TARGET TIME < PROJECT TIME < NEGATIVE FLOAT REDUCE THE ASSOCIATED ACTIVITY