This document discusses concepts from queueing theory and how they relate to software development processes. It explains Little's Law, which relates work in progress, throughput, and cycle time. Having lower work in progress can lead to shorter cycle times and faster feedback. The document also discusses bottlenecks, noting that throughput can never exceed the bottleneck. Managing bottlenecks, work in progress, and ensuring capacity is balanced can help optimize and stabilize development processes.
20. Capacity = 4 Capacity = 6 Capacity = 6 Throughput = 4 Bottlenecks You can never go faster than your bottleneck
21. Bottlenecks Throughput = 2 You can never go faster than your bottleneck Do whatever you can to make your bottleneck 100% utilized Try your hardest to avoid problems at you bottleneck You can’t make up for lost capacity at you bottleneck
22. Throughput = 4 You can never go faster than your bottleneck As long as capacity in front of the bottleneck is equal to or grater than the bottleneck you will go as fast as your bottleneck Full use of a higher capacity in front of the bottleneck will make cycle time go up Bottlenecks
23. Bottlenecks Throughput = 4 You can never go faster than your bottleneck As long as capacity is equal to or grater after the bottleneck you will go as fast as your bottleneck Higher capacity after the bottleneck than at the bottleneck will not improve throughput
38. You can never go faster than your bottleneck Balance demand against throughput to keep work-in-progress low Low work-in-progress Keeps cycle time down Makes bottlenecks visible faster
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40. Slow down to go faster Slowing down can stabilize the process flow A stable process can go faster
There are two different types of bottlenecks: - Capacity contraint resource - a resource limited by capacity, like a bottle - non instantly available resource - a resource that is not available all the time