This simple game was developed by
James R. Holt, Ph.D., PE
Associate Professor Engineering Management
Washington State University
Feel free to use this game when you credit to the
source.
The JOB SHOP GAME
Instructor Information
Objective of Game
The student will be able to
understand how Drum-Buffer-Rope (DBR) scheduling applies to Job
Shop environments.
Overview:
The game is played by releasing 20 to 40
Job Order Cards, one at a time, into the shop and sending them
through four different Work Centers (A - D) to make the
product. The Orders are monitored to determine how long it
takes to get an Order processed from start-to-finish (flow
time). The flow days are recorded on a chart. The results are
analyzed.
Background:
In a Job shop environment, machines are
organized in a functional layout (machines with similar
processing characteristics are grouped together in a Work
Center). Each Order that is released follows a specific routing
(a processing sequence) through the Work Centers.
With the high variety of routings and loads
(setup and run times), you have a complex environment which is
extremely hard to schedule. The bottlenecks (constraints) seem
to constantly shift, making it difficult to determine when
Orders will be completed.
Even though Job Shop environments range from
High Variety / Low Volume (Unique One-of-a
Kind, ex. a tooling shop), to Lower Variety / Higher
Volume (ex. a production shop where the parts for a
set of products are made in batches on a regular basis), this
exercise effectively demonstrates the applicability of DBR to
all Job Shop environments.
Work Centers &
Capacity:
For this exercise, our Job Shop has four
(4) Work Centers (A - D) and each Work Center has one machine.
The processing capability of each Work Center is specialized,
so you cant use alternate routings.
Each machine has only enough capacity to
perform one operation per day.
Products:
There are Job Order Cards are different for
each product. Each product has four operations but the
operations and the order of operations is different for each
product.
For the student who works in a High
Variety / Low Volume environment, you can consider these as
four product TYPES represented by the Product # (1 - 4)
[ex. four different types of tools]. Each Order card
represents a UNIQUE PRODUCT [tool] within each product
type.
For the student who works in a Lower
Variety / Higher Volume environment, you can consider these
as four different PARTS represented by the Product # (1 - 4).
Each Order card represents a different BATCH of each
part.
Routings:
The process Routing, which represents the
necessary sequence of Operations (the Work Center where each
operation is to be performed) is on the Job Order Card. Orders
must be processed by the Work Centers in the same sequence as
the Routing.
-
- Role Requirements:
- The Instructor should assign students
to be the Scheduler, Work Center Operators, and Flow Control
Monitor roles. The roles have the following
requirements:
Scheduler(one person) - This game
requires the Scheduler to release the work according to the
schedule. Each day the Scheduler writes the day the Job Shop
Card was release in on the Release Day Line. The Scheduler will
also have to keep track of how much work is int the system (be
able to add up the buffer count ) and determine whether to
release an order during the different versions of the Job Shop
Game.
Work Center Operator(four
people) -There is one person at each Work Center (A, B, C
or D). These Operators can perform one operation per day. If
they have work, the Operator can write a number in one "Day
Complete" box. This counts as the operation. In some scenarios
of the game, the Operator will report certain information to
the Scheduler. For example, in scenario 3, the operators are
required to indicate the number of B operations
that have not been completed on the orders in their queue at
the end of each day. This is easily done by indicated by either
a closed fist for none, or the appropriate number of fingers.
Flow Control Monitor(one person) -
The Flow Control Monitor takes all completed products and
calculates the Total Flow days (the date in the last Day
Complete box minus the Release Day). The Flow Control Monitor
records the Total Flow Days in two places. One is the Orders By
Release Day Chart (where the Flow Time is plotted opposite the
release day) and the other is the Flow Time Distribution Chart
where a histogram is kept showing the number of Job that that
were completed at a specific number of Flow
Days. Its best if the Flow Control Monitory can work
and record as the days pass , but it is OK to accumulate work
and record all the measurements at the end.
The Players &
Duties:
The Instructor: The Instructor
controls the speed of the game by calling out the Day and
instructing Operators to work and then specifying when the
operators transfer work from one Work Station to the next.
Scheduler: When the Instructor calls
out "Shop Day ...", the Scheduler makes a decision to
Release/Not Release an Order card according to the specific
scenario instructions. When the Instructor calls out
"Write...", and the Order is going to be released, the
Scheduler writes the Shop Day on the Release Day
line on the Job Order Card. When the Instructor calls out
"Pass...", the Scheduler passes the Order card to the first
Work Center listed on the Job Order Card. There may be a queue
of work at that location.(the first Operation).
Work Center Operators: Each Work
Center can only process a maximum of one operation per day.
When the Instructor calls out "Shop Day ...", the Operator
takes ONE Order card from their queue (if the Work Center has
Job Order Cards awaiting work). When the Instructor says
"Write, "the operators writes the Shop Day in the Day Complete
box opposite the name of their operation. When the Instructor
calls out "Pass...", the Operator passes the Order card on to
the next scheduled Work Center according to the routing on the
Job Order Card. If the product is finished, the card is given
to the Flow Control Monitor.
Flow Control Monitor : Calculates
the flow days for each completed Job Order Card by subtracting
the Release Day from the Shop Day written in the last Day
Complete' Box and writes the flow days on the Total Flow
Days line on the Job Order Card. When each Scenario is
complete, the Flow Control Monitor also plots the data from the
Order cards - see Data Plotting instructions.
General Instructions:
The Instructor controls the rate of play
and will call out Shop Days until all the Orders have been
completely processed. Students will follow the cadence and not
work ahead.
Preparing the Students:
In order to have the students perform the
exercise correctly, the Instructor must make sure that the
students understand what to do and when to do it. Clearly
explain the responsibilities of each role and how to properly
record data on the Order card and Flow Days
charts.
Also, the students must understand that they
are not to work ahead or fall behind. Everyone must be in sync
--working on the same day-- or the exercise will not
demonstrate the desired points. Possibly consider explaining,
"The Instructor is like a Conductor and everyone must follow
the beat or the resulting sound will not be beautiful music -
just a lot of noise."
Managing the Queue:
The Instructor can help the students learn
what is important by giving subtle instructions on playing the
game. For example, when the Job Order Cards are transferred
from one Work Center to another, the Instructor may say, "All
new work must go on the top of the pile. When you receive new
work, put it on the top of any other work you have and work
from the top down." Such an instruction is the same as First
In-Last Out. Or, the Instructor may say, "When you receive new
work, put it on the bottom of the pile of pending work." This
is the same as First-In-First-Out (FIFO) sequence.
Or, the Instructor may allow the Work Center Operators to make
their own choice of priorities on which job to do similar to
what they do on the shop floor. The operator may see another
operator needs work and process Job Order Cards in an order to
help the system keep busy. The instructor may choose to not say
anything and let the student handle work in random order. Any
system seems to work. LIFO yields the worst histogram.
FIFO produces the best histogram. But any system that does not
hold back the release of work is clearly not
satisfactory.
The Job Order
Card:
Below is an example of the Order Card. It
contains the following items:
Product or Part: Labeled #4
Release Day (Shop Day): When the Instructor
calls out "Shop Day ...", the Scheduler makes a decision to
Release/Not Release an Order card according to the specific
scenario instructions. When the Instructor calls out
"Write...", and the Order is going to be released, the
Scheduler writes the Shop Day on the Release Day
line on the Order card.
Routing Box/Shop Day: When the Instructor
calls out "Shop Day ...", the Operator takes ONE Order card
from their queue (if there are any Order cards in the queue),
writes the Shop Day in the appropriate Routing Box
on the Order card. This is the day that operation is
completed.
Routing Order: The sequence of operations for this Job Order is
listed on the left side of the card. For Product #4, the
sequence is First Operation A, Second Operation B, Third
another Operation B and last Operation C. While there are two
Operation B activities, they must be done on different days.
The Total Flow Days line is the difference
between the Last Operation Day (the day Operation C completed
for this card) minus the Release Day: When the order is
completed, the Flow Control Monitor will calculate the flow
days for each Job Order Card and mark the results on the two
charts.
Scenario Instructions:
- Scenarios Overview:
- The first two scenarios are run in a
Traditional Job Shop scheduling manner releasing one new Job
Order Card each day. Scenario #2 is a traditional job shop
scheduling, but there is an attempt to 'optimize' work flow
processes by trying to schedule which job comes when. Scenario
#2 takes a lot of mental effort and may be skipped if time is
short. Scenario #3 is a Drum-Buffer-Rope
environment.
Scenario #1 Instructions:
The teacher makes 5 to 10 copies of
the basic Job Order Sheets (Products 1-4
on one page) and cuts them into individual Job Order
Cards.
The Scheduler should first shuffle the Job
Order Cards into random order. The Scheduler will release one
Order card each Shop Day until all Order cards have been
released.
For each Shop Day, the Instructor
will:
- Call out the Shop Day (ex. "Shop Day
#7")
- Pause, then tell the students to write
the number of the Shop Day (ex. "Write #7") on the next
Order card in their queue waiting to be processed.
Note: There are several ways the
student at a Work Center can approach working on the Job
Order Cards that tend to queue up in front of the Work
Center. The first is First-In-First Out (FIFO). Here the
student puts new cards at the bottom of the stack. Another
is to put the newest card received on the top of the stack
(Last-In-First-Out LIFO). The student could also try to pull
from the queue of available cards and work on the job that
passes work quickly to an idle Work Center. Or, the student
could pull the cards at random. There is not much difference
with any of these approaches iin the long run. And as an
instructor, you may not be able to control how the student
actually does it. So, don't worry too much. But, if you have
a choice, use the LIFO method. This mimicks a pile of work
(new work is put on the top and work is drawn from the top)
common in reality. LIFO also produces the worst
distribution hence accelerating the learning
process.
- Pause, then tell the students to pass
the Order card to the next Work Center on the Routing or to
the Flow Control Monitor if the Order is finished (ex. "Pass
the Order card")
- At completion, record the data. (See
Data Plotting Instructions)
Play continues even after Scheduler
releases all the cards to the system. Continue until all the
cards are complete.
At the completion, discuss with the
students:
- Examine the plot of Flow Time versus
Release time and the histogram of Number of products
completed for each flow time.
- Ask, "What would have happened if we had
continued releasing work to the system (rather than stopping
release when we ran out of cards?"
- Ask, "Who Accurately could you Promise
Customer Delivery?"
- If you released a Job Order Card at time
25, when would you expect it to be complete?
- Why couldn't you produce
more?
- Why couldn't you be faster?
- Why were you not predicable?
- What changes did you see in the system
from beginning to the end?
- What level of Chaos did you
feel?
- How would you compare your capacity to
your deliver y capability?
- Comment on the Work-In-Process Inventory
level
- Scenario #2 Instructions:
- The teacher makes 5 to 10 copies of
the basic Job Order Sheets (Products
1-4 on one page) and cuts them into individual Job Order
Cards.\
- The Scheduler, with the help of the
other members of the team, tries to use intuition and
thought about the different Job Order Routings and tries to
sequence the Job Order Cards in a very thoughtful way in an
effort to create a very predictable deliver time. The effort
should try to help the bottleneck Work Center
(B) so it is not so plugged up with Inventory.
The Scheduler will continue to release one Order card each
day just as in Scenario #1.
- For each Shop Day, the Instructor
will:
- Call out the Shop Day (ex. "Shop Day
#7")
- Pause, then tell the students to write
the number of the Shop Day (ex. "Write #7") on the next
Order card in their queue waiting to be processed. Allow the
students to determine the best way of handling the queue of
cards they may receive. They can decide as a group or let
individuals decide on their own.
- Pause, then tell the students to pass
the Order card to the next Work Center on the Routing or to
the Flow Control Monitor if the Order is finished (ex. "Pass
the Order card")
- At completion, record the data. (See
Data Plotting Instructions)
- Play continues even after Scheduler
releases all the cards to the system. Continue until all the
cards are complete.
- At the completion, discuss with the
students:
- Did you see any marked
improvement?
- Was your heavy duty thinking worth
much?
- Were you more predicable?
- Was there any real improvement
?
- Scenario #3 Instructions:
- The teacher makes 5 to 10 copies of
the basic Job Order Sheets (Products
1-4 on one page) and cuts them into individual Job Order
Cards.
- An explanation of Drum-Buffer-Rope (DBR)
is given before the third scenario is run. Depending on the
depth of the knowledge the students have of DBR, they may be
able to analyze the results of the previous exercises and
make a determination of the correct buffer size. If not, the
Instructor will have to give an explanation and guidance.
The buffer size should be no less than 4 and no greater than
6. See the Observations/Results for Scenario
#3.
- The Instructor will ensure that the
Scheduler arranges the Order cards in the same release
sequence as Scenario #1. (That is, the Instructor gets a
clean set of Job Order Cards and puts them in the same order
as the random set from Scenario #1. This is done by
examining the previous release dates. If you wish, you can
reuse the same cards as used in Scenario #1 and have each
person write with a different color pen.). Explain to the
students that the reason you are using the exact same
sequence is to provide a direct comparison of results
between the two scheduling methods. The Scheduler will
release orders into the shop based on how much work is in
the buffer. The amount of work in the buffer is defined
as the number of Work Center B operations
which have not been completed for all Order cards on the
shop floor. At the beginning of each Shop Day, when the
Instructor says "Buffer Count", the Scheduler will count
all the number of B operations which have
not yet been completed no matter where they are located
(include uncompleted B work on cards at the other Work
Centers also). If the number of B operations yet
to be completed is less than the buffer size,
the Scheduler will plan to release one Order card. If the
number of B operations is equal to or greater
than the buffer size, the buffer is considered full and
no Order card is released
- For each Shop Day, the Instructor
will:
- Call out "Buffer Count" and the
students will raise one finger for each B
operation which has not been completed on the Orders in
their queue - use a closed fist if they have none. The
Scheduler will count the fingers and make a determination
of whether or not to release an order for the
day.
- Pause
- Call out the Shop Day (ex. "Shop Day
#7")
- Pause, then tell the students to
write the number of the Shop Day (ex. "Write #7") on the
next Order card in their queue waiting to be processed.
Note: Now is a good time to explain what Priority
Means in DBR. Tell the students the Priority is
determined by the market. And, that means the earliest
started job has the highest priority. So should they have
a queue of jobs, they should stack them with the
EARLIEST RELEASE DATE on the top. This
way, the oldest job in the system is moved most quickly
through the system.
- Pause, then tell the students to pass
the Order card to the next Work Center on the Routing or
to the Flow Control Monitor if the Order is finished (ex.
"Pass the Order card")
- At completion, record the data. (See
Data Plotting Instructions)
- At the completion of the third
scenario, compare the results to the first two scenarios in
the same terms used in Scenario #1.
- Did the last job complete Scenario #3
about the same day as in Scenario #1 and #2?
- What is the slope of the Trend Line for
Flow time versus Release Day?
- What is the difference in the shape of
the Histograms?
- Which is more predictable?
Why?
- Was any work lost because of tying the
Rope?
- What is the level of Chaos in the
DBR solutions?
- What was the level of
Work-In-Prograess.
- Data Plotting
Instructions: There are two charts for
plotting Order card data (see examples below).
- 1. Number of Flow Days vs. Order
Release Days (in Release Day sequence) (top
chart). This chart represents the number
of Total Flow Days for each Job Order Card shown in sequence of
the day released.
- A. Arrange the Order cards in
sequence by Release Day. Each order will have its own
column.
- B. Plot the Total Flow Days
by putting an X in the appropriate column at the
Total Flow Days height.
- C. ex. the ninth Order released had
Total Flow Days = 15.
- 2. No. Of Orders vs. Flow Days
(Distribution) (bottom chart). This chart represents the
number of Order cards that have the same number of Total Flow
Days.
- A. For each Order card, put an
X in the column (starting at the bottom of the
chart and working up 1, 2 , 3 and so on) representing the
Total Flow Days for each order.
- B. ex. Six orders had Total Flow Days =
7
Traditional Scheduling Example
Summary
Scenario #1: Using the
traditional scheduling techniques, the first orders are processed
in 4 days, but as more orders are released, the flow time
increases and becomes highly variable, making prediction of
completion day a risky proposition. So we see students adding a
lot of padding to to protect their promised delivery. This results
in lead times for the Customer getting longer and still missing
delivery dates. In addition, WIP inventories continue to increase
in front of the bottleneck Work Center (B).
Scenario #2: Again, the results
are about the same as Scenario #1. There will be no significant
improvement and maybe even slightly worse results. (See Data
Plotting Instructions - Traditional Scheduling Example)
Scenario #3: Using the Drum-Buffer-Rope
(DBR) scheduling technique, the flow days range from 4 to about 10
with the most common values (the tallest columns) of 5 and 6, if
the exercise is performed correctly. This results in short lead
times for the Customer and no missed delivery dates, and very
little inventory in the system at any one time.
Note: If the buffer size is set to
4, the Constraint will occasionally run out of work, Throughput
is decreased, and the flow days will be slightly lower. When
the constraint runs out of work, the buffer should be increased
by one. If the buffer size is 6 or higher, the inventory will
be slightly higher and the flow days will increase. If the
queue for Work Center B never gets below 2, then
the buffer is too big. A correctly sized buffer provides
maximum Throughput with minimum Flow Days and reduced Work
In Process. If the buffer is too small, Throughput is
lost.
DBR Scheduling Example
(Results documented by Chuck
Gauthier, Alpha West, Portland, OR, Summer
1998)
Conclusion:
DBR is an appropriate technique for
scheduling a complex manufacturing environment.
Advanced
Simulations
- Luck of the Draw
- Set up the Cards as for Scenario #1
(shuffling the cards) and play again only using DBR like for
Scenario #3. Clever students will try to spend a lot of time
arranging the cards into a nice sequence. They may think that
the performance of the system is because of their
cleverness. Of course, cleverness is not always possible
in real life. By shuffling the cards in
LUCK OF THE DRAW, you see that it is the DBR
controls that give the predictable outcome not cleverness
(although, cleverness on first release and last to release can
give a slightly tighter flow day distribution when used with
DBR).
- Change Over
- Inserting DBR on the fly:
Often students ask the question, "How can I implement DBR in
our Job Shop?" A fun simulation is to run Scenario #1 for
20 days which builds up a healthy Queue in the system and THEN
immediately implement DBR from Scenario #3 with the queue
already there. You have to hold back releasing work until
the selected buffer size is reached. After that, things
are smooth as silk., chaos diminishes, stress is reduced and
you are very predicatable. Continue playing until about
40 cards are released. The visuals show very nicely how the
Flow days improve.
- Variability
- Using Dice: After you gain
proficiency in using the Job Shop Game, you may want to add
more variability. The basic game is deterministic.
That is, the only variability is the shuffle of the cards
before the start of the game. This is not
realistic. To simulate variability, you can give each
Work Center a single die. Each day the Work Center rolls
the die. If the roll is 2,3,4, or 5, the Work Center has
productivity that day (acts normally) and can write one number
(if they have work to do). If the roll is a 1, the Work
Center has a bad day and is not productive at all (cannot do
any work at all - cannot write a number-any work in progress at
that work center just sits there). On the other hand, if
the roll is a 6, the Work Center has a really good day with
double production capability and can write TWO numbers (if
they have that much work to do). On the average, each Work
Center produces the same as with the deterministic game. But
the variability is enough to upset work flow a bit. You may
want to play this game yourself before working with the
students. You will find that using dice both Scenario #1
and Scenario #3 perform almost the same as before only with a
bit more variability in the outcomes. The parallelism is
surprising. Running a good Drum-Buffer-Rope solution will give
the same results for the variable model as the deterministic
model.
Batches
Efficiency Motive: If the students
are in an environment where efficiency measures are paramount,
implement Batch Processing. This is easy to do. Just tell
everyone they cannot move any work from one Work Center to
another Work Center unless there are Two Job Order Cards
being delivered to the next Work Center. That is, you cannot
pass along a card from Work Center A to Work Center D until you
have TWO Job Order Cards that go from Work Center A to
Work Center D. Play Scenario #1. Within 5 to 10 days, this
policy will become obviously unbearable. Nothing is being
produced. There is Work-in-Process everywhere. To avoid a
mutiny of the students, change the Batching Policy about day 10
to a new Batching Policy, "When two Job Order Cards are
completed at any one Work Center, then you can move the cards
to the next Work Center (even if the Job Cards are not going to
the same Work Station). For example, Work Center C performs two
operations and has two Job Order Cards ready to move (one for
Work Center B and one for Work Center A). Work Center C can
then send one Job Order Card to Work Center B and one to Work
Center A, even though it violates the Batch Size of 2." Under
either of these policies, production will be terrible. Student
will learn very quickly batching is not the thing to do in a
Job Shop world.
- Kanban
- Just In Time: Doing Kanban
flow in a flow line is easy to watch. But, doing Kanban
in a Job Shop is hard and takes a lot of careful control.
If you are brave, you can try to do Kanban with the Job Shop
Game as a comparison with DBR. I suggest using a Kanban
size of two cards (one in process and one waiting). This
way, the maximum theoretical work in process would be 8
cards. There are a lot of different possible outcomes
depending upon your control of the system. In the Job
Shop, cards often flow from two Work Centers to one Work
Center. This leads to a decision of who gets to move
there and who doesn't if the Kanban for the receiving Work
Center is full. With students, this often becomes
'whoever is fastest'. As such, you can get a nice
distribution with a few way out outliers. The key to
running Kanban is the release of work. The scheduler
calls out the day but only writes the release date if it is
possible to release work on that day. Since this is
similar to the rope in DBR, you will get a tight distribution
of flow times. However, rather than having a safe
feeling buffer, the work in process queue at Work Center B can
vary drastically and often approach zero. If you play
Kanban with dice, you will surely starve Work Center B once or
twice in 36 cards.
- Balance Line
- Lean Production: Some
students will argue that whole problem is the B Operation.
There is unbalanced Capacity. What if the work released to the
Job Shop had equal work load for each work station. That is,
instead of releasing six days of work for Work Center B
every four days, what if in four days you released four days of
work for each Work Center? Wouldn't that smooth everything out?
This is the type of problem that happens in a large job shop
environment where it is clear every work center has capacity to
meet the market demand, and yet they still cannot seem to get
things delivered on time. It turns out you can not run a Job
Shop with a balanced line without tying the rope. The Job
Shop just won't work. To illustrate this impact of Lean on a
Job Shop, play the Job Shop Game using Job Orders Cards named
Balanced #1, Balanced #2, Balanced #3 and Balanced #4. These
four Job Order cards contain 4 operations for each of A, B, C
and D. Copy 5-10 copies of the Order Card Sheet with Balanced
#1-4 Job Orders. Cut the sheet into individual Job Order Cards
making sure to have the same number of each Job Order product
(1-4). Shuffle the cards. Release the work as in Scenario #1.
You will be surprised at the time it takes to complete all the
jobs and the huge variability in when the jobs are completed.
While the Flow Times do not continually increase as they did in
the earlier Scenario #1, there will me quite a few significant
outliers. And, you will not be able to accurately predict when
a Job Order will be delivered or be an outlier. Consequently,
predictability is lost. No matter what you do, the Lean
Production line will take longer to produce the same number of
Jobs per day ( on the average). To remedy this, tie the rope to
control the buffer. But in this case, count the number of Jobs
(number of cards) released to the system as the buffer. You
will get remarkable predictability. Experiment with different
buffer sizes.
- Dynamic Buffering
- Advance Buffer
Management: In general, buffer sizes are fixed.
But, there are some cases where it is justified to change the
buffer size (adjust up and down). One such incident is
when the work load on the system shifts and causes a
non-constraint to become temporarily more heavily loaded than
the chosen constraint for a time. When this happens, you
have a choice: 1) to change the constraint of the company
(not the recommended option since it changes the whole
measurement system and subordination process) or 2) to increase
the buffer size to accommodate the temporary change in product
mix. This is a hard thing to teach and difficult for
students to understand, however, with the Job Shop Game, it is
easy to demonstrate. Here is how. Create another
Product #5 that flows to C->A->C->D. Take the
basic 36 cards and shuffle them to play Scenario #3 as
usual. The scheduler will insert the Product #5 card for
the Product #2 card as follows: After the tenth day (and
until the 25th day), every time a Product #2 card comes up,
exchange it for the new Product #5. This will shift the
system constraint to Work Center C temporally. If you
have too small a buffer for the real constraint (Work Center
B), the buffer will not be enough to assure continued
production on the constraint. Allow the students to
determine how to increase the buffer size during the temporary
shift in product mix such that Work Center B does not run out
of work. Encourage them to return the buffer size to its
original size after the day 25.
I hope you enjoy playing the Job Shop Game as much as I do.
It is a robust exercise that really opens the eyes to the necessity
of the rope in DBR. The cleaver instructor can use the Job Shop game
(with variability) as an effective introduction to problems with
Multi Tasking in Projects and the Critical Chain Project Management
techniques.
Of course, I'm always looking for improvements. Please contribute
your suggestions.
Dr. Holt
Support Materials:
Blank Charts
Basic Jobs (1-4)
Advanced Jobs (5-8)
Balanced Line Cards
(B1-B4)
Ó Copyright Washington State
University 2005