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Net Cons
Net Cons
Important Definitions
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A B
1 C 4 D 5 E 6
F G H
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Activity: These are the portions of a project/operation that consume time or resources
and have definable start and end. Commonly used synonyms are “Task”, and “Job”.
Activities are graphically represented by arrows with arrow heads showing the direction.
Event: The beginning and ending points of activities are called events. Theoretically
any event is an instantaneous point in time. Commonly used synonyms are “Node”, and
“Connector”. Events are graphically represented by numbered circles, although any
geometric figure will serve the purpose.
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Figure 4: Graph of an Event
Merge and Burst Events: If an event represents the joint completion of more than
one activity, it is called a “merge” event. If an event represents the joint initiation of more
than one activity, it is called a “burst” event.
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1. Activities are represented by arrows with heads (showing the direction of movement)
and numbered circles represent events.
2. Activity names or event numbers must not be duplicated in a network.
3. There must be one start and one end event for any network
4. Before an activity may begin, all activities preceding it must be completed
5. Arrows imply logical precedence only. Neither the length of the arrow nor its
“compass” direction on the drawing has any significance (except in “time scaled
networks”).
6. No Dangling is allowed in a network; i.e., any activity cannot hang freely (head or
tail). It must be connected with another event. Figure 7 shows an example of a dangle
activity (C).
A B C
C A B
B C
8. No two events must be directly connected by more than one activity. In such cases
help of dummies can be taken. This is required to preserve the unique identity of any
activity. In figure 9 both A and B is represented by 1 – 2 and could not be readily
differentiated. To avoid this a dummy activity (d) is introduced as shown in figure 10.
A A 2
1
1 2
B
d B
9. Use dummy as and when necessary to preserve the logic. In figure 11 activities 5-6 (C)
and 5-7 (D) may not begin until both activities 3-5 (A) and 4-5 (B) are completed. If,
however, 5-6 (C) can begin when 3-5 (A) is complete, even though 4-5 (B) is unfinished
and 5-7 (D) depends therefore on both 3-5 (A) and 4-5 (B) being completed. This
situation is represented by introducing the dummy (d) as shown in figure 12.
3 A C 6 A C
3 5 7
5 d
B D
4 B D
7 4 6 8
Figure 11: Network showing dependency Figure 12: Use of dummy to preserve logic
Example
Step 1:
The first step in network construction starts with scanning project scenario. This can be as
follows for a particular project.
The project will start by forecasting sales. Pricing and product scheduling can be started
immediately after. You cannot start costing products unless products are scheduled. Budget
preparation cannot be done unless pricing sales and costing of products are complete.
A close review of the scenario will help identify the immediate predecessors of the activities
identified in step 2. For this project the immediate predecessors are shown below.
Step 4 is the construction of network. The following tips can be useful in the construction
process:
The following is a rough sketch of the network drawn as per the table above.
B E
A d
C
D
This step mainly looks for redundant dummy activities and eliminates them in the final
network. If we look into the above network it can be noted that the dummy d is redundant, so
this can be removed in the final network diagram, which follows.
B
E
A
D
C
The above-mentioned rules and steps mainly refer to a network construction technique known
as Activity-on-Arrow (AOA). There is another technique known as Activity-on-Node (AON).
The basic principles of the two techniques are same except in AON the activities are
represented by nodes rather than the arrows. The other differences are enumerated below:
Example
Draw the following network using both AOA and AON method
A C
d
E
B D
B
D