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Acronym Definition
LQNC Layered Queueing Network Center
LQNC Limited Q-Ball and Curt Cazall
LQNC Limited Qualified Nonelective Contribution
LQNC Limited Qualimetrics Network Controller
LQNC Limited Quality NonConformance
LQNC Limited Quasi-Neutrality Condition
LQNC Limited Queen's News Centre
LQNC Limited Queensland Naturalists Club
LQNC Limited Queensland Nursing Council
LQNC Limited Quick Net Connect
 

LQNC Layered Queueing Network Center


 

Queueing theory (also commonly spelled queuing theory) is the mathematical study of waiting lines (or queues).

The theory enables mathematical analysis of several related processes, including arriving at the (back of the) queue, waiting in the queue (essentially a storage process), and being served by the server(s) at the front of the queue. The theory permits the derivation and calculation of several performance measures including the average waiting time in the queue or the system, the expected number waiting or receiving service and the probability of encountering the system in certain states, such as empty, full, having an available server or having to wait a certain time to be served.

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 service. It is applicable in a wide variety of situations that may be encountered in business, commerce, industry, public service and engineering. Applications are frequently encountered in customer service situations as well as transport and telecommunication (note that something called ride theory is sometimes mentioned, but it is uncertain whether it is a valid theory or a hoax). Queueing theory is directly applicable to intelligent transportation systems, call centers, PABXs, networks, telecommunications, server queueing, mainframe computer queueing of telecommunications terminals, advanced telecommunications systems, and traffic flow.


Spelling
The word queue comes, via French, from the Latin cauda, meaning tail. Most researchers in the field prefer the spelling 'queueing' over 'queuing',[1] although the latter is somewhat more common in other contexts.


History
Agner Krarup Erlang, a Danish engineer who worked for the Copenhagen Telephone Exchange, published the first paper on queueing theory in 1909.

David G. Kendall introduced an A/B/C queueing notation in 1953.


Notation
Notation for describing the characteristics of a queueing model was first suggested by David G. Kendall in 1953. Kendall's notation introduced an A/B/C queueing notation that can be found in all standard modern works on queueing theory, for example, Tijms.[2] The A/B/C notation designates a queuing system having A as interarrival time distribution, B as service time distribution, and C as number of servers. So, for instance, G/D/1 would indicate a General (may be anything) arrival process, a Deterministic (constant time) service process and a single server. More details on this notation are given in the article about queueing models.


Application to telephony
The Public Switched Telephone Networks (PSTNs) are designed to accommodate the offered traffic intensity with only a small loss. The performance of loss systems is quantified by their Grade of Service (GoS), driven by the assumption that if insufficient capacity is available, the call is refused and lost.[3] Alternatively, overflow systems make use of alternative routes to divert calls via different paths — even these systems have a finite or maximum traffic carrying capacity.[3]

However, the use of queueing in PSTNs allows the systems to queue their customer's requests until free resources become available. This means that if traffic intensity levels exceed available capacity, customer’s calls are here no longer lost; they instead wait until they can be served.[4] This method is used in queueing customers for the next available operator.

A queueing discipline determines the manner in which the exchange handles calls from customers.[4] It defines the way they will be served, the order in which they are served, and the way in which resources are divided between the customers.[4][5] Here are details of three queueing disciplines:

First In First Out – This principle states that customers are served one at a time and that the customer that has been waiting the longest is served first.[5]
Last In First Out – This principle also serves customers one at a time, however the customer with the shortest waiting time will be served first.[5]
Processor Sharing – Customers are served equally. Network capacity is shared between customers and they all effectively experience the same delay.[5]
Queueing is handled by control processes within exchanges, which can be modelled using state equations.[4][5] Queueing systems use a particular form of state equations known as Markov chains which model the system in each state.[4] Incoming traffic to these systems is modelled via a Poisson distribution and is subject to Erlang’s queueing theory assumptions viz.[3]

Pure-Chance Traffic – Call arrivals and departures are random and independent events.[3]
Statistical Equilibrium – Probabilities within the system do not change.[3]
Full Availability – All incoming traffic can be routed to any other customer within the network.[3]
Congestion is cleared as soon as servers are free.[3]
Classic queueing theory involves complex calculations to determine call waiting time, service time, server utilisation and many other metrics which are used to measure queueing performance.[4][5]


Queueing networks
Queues can be chained to form queueing networks where the departures from one queue enter the next queue. Queueing networks can be classified into two categories: open queueing networks and closed queueing networks. Open queueing networks have an external input and an external final destination. Closed queueing networks are completely contained and the customers circulate continually never leaving the network.


Role of Poisson process, exponential distributions
A useful queueing model both (a) represents a real-life system with sufficient accuracy and (b) is analytically tractable. A queuing model based on the Poisson process and its companion exponential probability distribution often meets these two requirements. A Poisson process models random events (such as a customer arrival, a request for action from a web server, or the completion of the actions requested of a web server) as emanating from a memoryless process. That is, the length of the time interval from the current time to the occurrence of the next event does not depend upon the time of occurrence of the last event. In the Poisson probability distribution, the observer records the number of events that occur in a time interval of fixed length. In the (negative) exponential probability distribution, the observer records the length of the time interval between consecutive events. In both, the underlying physical process is memoryless.

Models based on the Poisson process often respond to inputs from the environment in a manner that mimics the response of the system being modeled to those same inputs. The analytically tractable models that result yield both information about the system being modeled and the form of their solution. Even a queuing model based on the Poisson process that does a relatively poor job of mimicking detailed system performance can be useful. The fact that such models often give "worst-case" scenario evaluations appeals to system designers who prefer to include a safety factor in their designs. Also, the form of the solution of models based on the Poisson process often provides insight into the form of the solution to a queuing problem whose detailed behavior is poorly mimicked. As a result, queuing models are frequently modeled as Poisson processes through the use of the exponential distribution.


Limitations of mathematical approach
Classic queueing theory is often too mathematically restrictive to be able to model all real-world situations exactly. This restriction arises because the underlying assumptions of the theory do not always hold in the real world.

For example; the mathematical models often assume infinite numbers of customers, or queue capacity, or no bounds on inter-arrival or service times, when it is quite apparent that these bounds must exist in reality. Often, although the bounds do exist, they can be safely ignored because the differences between the real-world and theory is not statistically significant, as the probability that such boundary situations might occur is remote compared to the expected normal situation. In other cases the theoretical solution may either prove intractable or insufficiently informative to be useful.

Alternative means of analysis have thus been devised in order to provide some insight into problems which do not fall under the mathematical scope of queueing theory, though they are often scenario-specific since they generally consist of computer simulations and/or of analysis of experimental data. See network traffic simulation.

 

LQNC Laser Quest Net Center



Laser Quest is the name of a Canadian based indoor lasertag game based around infrared (IR) hand held units and vests, as well as the name of the company which operates each game center. There are over 140 Laser Quest centers world-wide, including ones in Canada, the United States, the UK, France, Portugal, Singapore, Costa Rica, Thailand, South Africa and The Netherlands.

Overview of Laser Tag
Main article: Laser Tag
The general aim of laser tag is to tag your opponents as many times as possible with one's laser as possible, while avoiding being tagged oneself. The players are equipped with infrared/laser hand held units and packs with sensors on, and let into a large multi-level, maze-like arena filled with ramps, catwalks and windows. In Laser Quest centers, the playing arenas are fog filled and black light lit.


Equipment
The Laser Quest equipment is beginning to show its age when compared to the features of newer systems. However, old, the system is tried and true. Every LQ center is equipped with, on average, 30 "packs," "vests," or (the actual name) ponchos, give or take some depending on the size of the arena.

The "pack" is made of a thick canvas-type material that hangs over your shoulders. When laid out flat on a table, the vest forms a diamond shape. There are sensors placed on various parts of the vest: the front half covering the stomach, the rear half covering the lower back, and each shoulder.

The IR sensors are attached to PCBs, or printed circuit boards, which include red and green LEDs that light up when the pack is active. Each PCB is housed in a hard plastic housing commonly called a cover. (i.e. front cover, back cover, shoulder cover) Part of each cover is made from clear plastic to allow the IR beams from the lasers to reach the sensors while still protecting the delicate equipment inside.

The rear PCB and the two shoulder PCBs are connected to the front PCB via flat, eight conductor, Cat-5 cabling which is run through flexible conduit on the pack.

The front and rear PCBs are interchangeable as long as the front/rear dipswitch is switched correctly. Front and rear PCBs also need one extra piece called the MPU, or microprocessing unit, to function. The front cover also contains the vibrator motor which operates by the quick imbalanced rotation of a weighted cylinder. The datalink is a small PCB housed in the rear cover with an antenna wire that runs up to either one or both shoulders that allows the pack to communicate with the LQX computer. The datalink is connected to the rear PCB.

The actual brains of the pack is kept in the HHU, or hand held unit, more commonly known as the laser. The HHU is attached to the pack via a flat, coiled, eight conductor, Cat-5 cable that connects to the front PCB. There are IR sensors on the front and two sides of the HHU. Inside the HHU shell is the PCB with sensors and lights, a speaker (to indicate the status of the pack), a trigger, and an LCD (to display the status of the pack to the player). There is also an MPU on the HHU PCB which is NOT interchangeable with the front and rear MPUs. Although now sold and repaired as one piece, the IR unit and the PCB are two separate pieces. The IR unit is what emits the visible laser your eye sees and the invisible IR beam which "tags" the opponent's packs. The IR unit is a metallic cylinder roughly one inch in diameter and one inch long.

The HSDU, or high speed data unit, is a device connected to LQX that communicates with the pack wirelessly. (through the datalink on the back)

LQX is the name for the main game computer. This computer does it all: gives mission time remaining, registers code names, activates games, runs the Member's Terminal, and runs the Score monitor. LQX is still run on Windows 3.11 but LQ may finally be upgrading to Windows XP.


Scoring
Laser Quest players gain points by tagging other players or by tagging the opposing team's base. They lose points when they are tagged by other people, or when they are caught in a trap. The number of points lost depends on where the player hit and game settings. The scale for a typical game is as follows:

Laser: 3 points
Front: 5 points
Shoulders: 3 points
Back: 4 points
Tagging another player gains a player 10 points, no matter where the other player is hit. Being tagged by the Marshal or (when applicable) by a trap costs 50 points. Tagging the opposing team's base (when applicable) gains a player 50 points. Players always gain more points for making a tag than they lose for being tagged.

Players may also be awarded bonus points based on their accuracy--usually 10 points for every 1% hit rate. In other words, if a player achieved a hit rate of 10%, he or she would be awarded 100 bonus points. This is usually limited to a maximum bonus of far less than the theoretical maximum of 1000 points in order to prevent people tagging one person with their first attempt and then hiding for the rest of the game.

The team score is the sum of all the individual players' scores.


Playing styles
There are a number of different recognized playing styles. They are as follows:

Profiling
This involves twisting one's body such that the side is presented to the enemy. This makes the front and back sensors harder to hit, and completely hides one of the shoulders.

Lifting Weights
This is one of the oldest techniques, and is used in some form in almost all legal types. In this style, the player starts off with the "Profiling" style, but while turned to the side, they bend at the waist, and then lean back up, while holding the gun, tilted on it's side, far out in front of their chest. They then can tilt the gun up and down by the back of the gun, giving great ability to aim and confuse the opponent if used effectively. This overall motion looks like you're lifting the gun as if it's a weight, thus, the name of the style.

Crouching
This is self-explanatory. It has the advantage of protecting front and back sensors, and gives an element of surprise. The shoulder sensors are very exposed. (Illegal in tournament play)

Laying Down
This covers the front sensors but the back sensors are open for attacks from above. Shoulder sensors are fairly safe. (Illegal in tournament play)

The Tower, AKA Dalek
Involves holding the gun above one's head. Aiming is more difficult, and this leaves the front and back sensors very exposed. It is effective because of the surprise, the better angle on shoulder sensors. It is also effective since many good players instinctively aim for the gun sensor rather than the front, as the gun sensor is usually the easiest to hit, due to the need for a player to aim. If shoulders remain covered while a player is using this style, it is considered illegal in tournament play.

Rowing The Boat
Involves holding the gun below one's waist and ducking down while moving it side to side. Aiming is a bit more difficult, but one's laser is very hard to hit. One's shoulders are also protected fairly well. It is considered illegal in tournament play.


Game variants
The hardware and software used limit what types of games a Laser Quest center can hold. Up to four different groups of settings can be created; it is normal for everyone on a team to have the same settings, though this is not required. When giving packs within a team different settings, the packs will not be visibly different in-game.

The settings which can be altered are:

Game type: All-on-all, 2-team, 3-team
Total game time (minutes)
Number of lives: 1+, or unlimited
Number of shots: 1+, or unlimited
Downtime (seconds)
Shoulder sensors on/off
Gun sensors on/off
Bases on/off (only applies to team games)
Replenishers on/off (recharge with extra lives and shots if you run out)
Replenisher values for lives and shots
Sentinel effect on/off (recharge your own teammates)
Sentinel values for lives and shots
The number of shots used can be quite large; in certain game types, players routinely fire 3000+ shots. This will give an accuracy rate of perhaps 5%. This seemingly low amount is a result of constant firing and dodging, as players are not directly penalized for missed shots.

Downtime is defined as the period of time after a player is tagged that they remain deactivated. After the downtime has expired, the de-activated player's pack will re-energise and they are able to play as before.


Normal games
These are offered at most Laser Quest centers. Every player has the same settings, and the games are able to be run with different numbers of people. The settings and tactics are considered to be less complicated than those used in other game types.


Standard Solo Mission
Suggested settings:

Game type: All-on-all
* Total game time: 20 minutes

Lives: Unlimited
Shots: Unlimited
Downtime: 3 to 5 seconds
Shoulder sensors: On
Gun sensors: On
In this game, there are no formal teams; any player can tag any other player, and each player is given an individual score. The game ends when the time limit runs out. Winning is based upon final score--the player with the highest score wins.

There are a variety of playing styles which can work in this game. Which one works best depends on individual strengths/weaknesses, other players' tactics, the layout of the arena etc. Some potential tactics are: sniping, constant movement, and tailing a weaker player individual in order to gain more points.


Ironman
Suggested settings

Game type: All-on-all
Total game time: 30 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 1-3 seconds
Shoulder sensors: On
Laser sensors: On
This game is essentially a standard solo mission, albeit with a thirty-minute timeframe.


Last man standing
Suggested settings:

Game type: All-on-all
Total game time: 15 minutes
Lives: 10
Shots: Unlimited
Downtime: 3 seconds
Shoulder sensors: On
Gun sensors: On
The last man alive is declared the winner of this game. If there is more than one player left at the end, the game is usually declared a draw; in some variants, however, this would result in no winner.

This game variant is similar to a standard deathmatch, with the addition of a limited number of lives. This makes for a slightly slower, more cautious game. Gun sensors are on, to discourage snipers.


Frenzy
Suggested settings:

Game type: All-on-all
Total game time: 15 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 1 seconds
Shoulder sensors: On
Gun sensors: On

Standard teams
Suggested settings:

Game type: Teams
Total game time: 15 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Laser sensors: On
Bases: Off
The game ends when the time limit runs out. Winning is based on final team score, which is the sum of the scores of every player in that team.

This is the second-most often played game, after Standard Deathmatch. The players are split into two or three teams, each of which has their own colour. Friendly fire will not have any effect. Teams usually start the game in opposite sides of the arena.


Limited life team game
Suggested settings:

Game type: Teams
Total game time: 15 minutes
Lives: 10
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Gun sensors: On
Bases: Off
The team with the last man standing wins the game. Frequently, more than one person from the winning team will survive. If the time runs out, the game is declared a draw, though this is not the case with all variants (see Last man standing).


Bases
Suggested settings:

Game type: Two Teams
Total game time: 15 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Gun sensors: On
Bases: On
This is a standard team game with bases turned on. Because the bases score 50 points each time they are triggered, they play a central role in this game. This can make the game much more territorial, as players try to defend their base and attack their opponents'. One tactic is for players to camp at the opposing team's bases. The winners are the team with the most points when the time runs out.

Here is a short list of "Special Games".


War Of The Sentinals
Each player starts off on one of the three teams (red, green, and mixed.) Each player starts off with 10 lives and 1000 shots. Each player can tag a team mate and they will get a "sentinal boost" and receive one life and 50 shots (those amounts can be changed by the laser quest marshals.) the team with the last person wins.


Hot House
Solo game. All players are put into one tower to battle it out. The last player standing wins.


Gladiator
Solo match. Everyone battles it out in this free for all game. The gladiator stays out of the fight till all other players but 1 remain. he starts with 10 lives. The survivor and the gladiator then duel it till one loses.


"They Came From Above"
Team Game. One team is restricted to the top level of the arena, while the other team is restricted to the bottom level. Ramps are legal ground up to the mid-point (usually marked). Halfway through the match, play is paused to allow teams to switch levels (team on top moves to the bottom and vice versa). Team with the highest score wins.


Mortal Kombat
Solo Match/Gladiator Variant. Players have limited lives (usually 40) and unlimited shots. One player is chosen as "Shao Khan" and kept out of main play. Game takes place in the arena for the first five minutes of the match. After the five minutes, play is moved to the "airlock" (pack storage) to continue. Last man standing faces "Shao Khan" with remaining lives. Last man standing wins.


Royal Rumble
Solo Match. Players have limited lives (usually 40). All player keys are put into a box and are drawn randomly, then activated on a suit. The first two players enter the arena for one minute. At set intervals (usually 30 seconds or one minute), another player's key is drawn, and they are sent into the arena. This continues until all players are in. Last man standing wins.


Vampires
Team Match. Players on the "human" team have limited lives (usually 3). Players on the "vampire" team have unlimited lives, but their downtime is much greater (usually 15 seconds) and are vastly outnumbered (in a 30 player game, two are made vampires at the start). The human players have to fend off the vampire players for the duration of the match (20 minutes). After a human has lost all their lives, they change over to the vampire team. The human team wins if they still have players when time expires. The vampire teams wins by turning all of the humans into vampires.


Jedi VS Sith
Team Match. Teams are divided on a 6:1 basis (six "Jedi" players to every "Sith" player). Players have limited lives (Jedi with 30, Sith with 90) and minimal downtime (1-3 seconds). Sith are sent into the arena first and are given a minute to hide. Jedi are sent in after this period (after the play countdown has ended). Last team with players remaining wins.
 

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Are you interested in mult-player online internet games? Such as runescape and neopets?Internet Game Online-games, tips, cheats and kids forumsAnother good forum is the Internet Junction For Gamers IJFG.COM Internet Junction For Gamers, Runescape Market and More IJFG.COM Jokes, Pranks, Runescape and other cool games at IJFG.COM. RuneScape is set in a medieval fantasy world, similar to "Guild Wars" or "EverQuest", where players control character representations of themselves. As with most massive multiplayer online roleplaying games (MMORPG), there is no overall objective or end to the game. Players explore, form alliances, perform optional tasks, and complete quests for rewards and to build character's skills.

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RuneScape has often been one of the top massive online role playing games. It is a unique game. But, with a unique game, comes unique players. Players get bored, and then try to develop cheats....autos or bots that will help them achieve success in their beloved games of Runescape 2.

RuneScape is a virtual world which is divided into two part: Members Areas and Non-Members areas. People who pay to play (p2p), receive access to the special areas. They also have access to the free areas. The members' places are much larger, offer "better" items for the gameplay of rs2, and much, much more. The character that you create when you first start playing runescape, moves around the game on foot; either by running, or walking. Players are challenged to their utmost skills by fighting new monsters, completing difficult quests, and manipulating marketing. As Runescape 2 is an RPG (Role playing game), there is no set path a person must take to play rs. They can choose what to do, and when, whether it be training their money-making skills, or fighting another player. Players usually interact with each other by chatting through public chat, or private chat.Internet Junction For Gamers, Runescape Market and More IJFG.COM IJFG.com was a runescape 2 based site. They have now, however, taken another look....

Of course the king of all game cheating websites is trick the trik (otherwise known as RPG Cheats Site), where you can find cheat forums, mmorpg topsite, arcade games and any mmo game related topics.

The master of massive multiplayer online role-playing games (MMORPG) cheats can be found at Trik.com Trik.com; this site is one of the best today. The forum section, Trik.com forum, originally came from IJFG.com (Internet Junction For Gamers) , which was one of the best websites that discussed various gamers' issues. The full name was Internet Junction For Gamers, Runescape Market and More. This site had Jokes, Pranks, RuneScape and other cool games. RuneScape is set in a medieval fantasy world, similar to "Guild Wars" or "EverQuest," where players control character representations of themselves. As with most MMORPG, there is no overall objective or end to the game. Players explore, form alliances, perform optional tasks, and complete quests for rewards and to build characters' skills.

Trik.com continues IJFG.com's success, but Trik.com has more to offer. Trik Topsite can be found at Trik Topsite; the TopSite is a great addition if you want to find the best MMO RPG site(s) or raise your site in the rankings. Trik.com also has a viciously competitive Arcade. If you want to be the #1 Arcade on Trik, then come prove yourself at Trik.com arcade: Trik arcade.  Trik.com ?Trik.com/topsite ?Trik.com/forum/arcade.php

With the rising popularity of commercial MMORPG games came the desire from ardent players of these games to run their own servers beside the ones run by the game's creator. Since the original server software is not usually available, the behavior of the server has to be re-engineered. This can be done by analyzing the data stream with the original server, or by disassembling and analyzing the client which is available.

Ultima Online was one of the first large MMORPGs. Due to its openness in implementation, server emulators arose very quickly, even during the beta stage of development. The destination to which the client connects was changeable by simply editing a text file. In beta stage the client-server data stream was not encrypted yet. The term server emulator became known through Ultima Online server reimplementation such as UOX, which was the pioneer. Many forks and reimplementations followed UOX, because its source code was released under the GNU General Public License relatively early. RunUO is today the most widely used UO-server emulator. After RuneScape implemented anti-cheating measures, many gamers left and started their own private servers. The best place to discuss the private server is at Trik- The Master of Private Server.
 

Another useful site is Rune Web ruwb.com . This site is about more serious RuneScape gold trading, account exchange, gold for real life cash and many services. It includes tips on how to avoid getting lured/scammed while using the marketplace. For programming, visual basics, java, C/C++, scar and all other languages such as PHP, HTML, ASP, Delphi. There are also sections for graphics talents, plus many cool videos and fun stuff.

A defining moment in internet gaming history was when a group of gamers called (hygo 7) decided to start an ultimate game forum, which they named hygo.com. It has the best financial backing, the friendliest game community, and the highest quality of information. Currently Hygo.com has entered a new phase...Hygo.com is offering the best private server game. With thousands of members, Hygo.com is your next place to visit, as they have an amazing game with a community and economy. Hygo.com - The Online Adventure Game. is definitely one of the top sites you want to join right now!

 

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