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  1. 96
    The Beer Game -or- Why Apple Can't Build iPads in the US

    When President Obama asked Steve Jobs what it would take to make iPhones in the United States, the late Apple co-founder supposedly quipped: “Those jobs aren’t coming back.” 

    When I read this, it reminded me of something my dad presented to us as kids a long time ago- The Beer Game.

    My dad was really into management theory and would often use my friends and I as experimental guinea pigs. I distinctly remember sitting down with three of my friends before a large sheet of butcher paper.

    The Beer Game

    On the sheet, my dad had drawn four large boxes labelled like so:

    image

    The rules were simple:

    This is the Beer Game. Beer is ordered by the customer at the retailer (he passed a slip of paper with a number on it to my friend sitting in front of the retailer slot). The retailer orders from the wholesaler, by passing him a paper slip with an order number on it. The wholesaler orders from the distributor and the distributor orders from the producer

    The goal of the game is to maximize profit. You make money for orders fulfilled. You lose money for keeping inventory and for unfulfilled backorders. Once you get orders, there is a four week delay as the paperwork is processed, the beer is picked, it goes onto a pallet, then goes onto a truck and finally gets delivered.

    image

    Oh and one more rule: no communicating between parties - your only communication was through order slips.

    We used pennies for inventory and wrote on the sheet when we needed to track inventory cost and backorders cost.

    It all started out well, my dad fed an order slip to the retailer who passed his orders to the wholesaler (me), who passed his orders to the distributor and right on down to the producer.

    Things Fall Apart

    However, right around week 4 things started to go horribly wrong. Suddenly, I was running significant backorders because people were drinking more and more beer. The retailer sent an order that put me into a backlog as demand for beer skyrocketed. I decided the smart thing to do would be to get ahead of increasing demand and put a big order into my distributor. 

    Things steadily got worse. As week 6 rolled around, demand had exploded! Everyone was drinking tons of beer and I was losing money hand over fist because of backordered beer. My distributor was letting me down and despite the rule against talking, I looked over to my friend and said “Come on man!”. He looked back at me also exasperated and said “It’s not my fault!”

    Finally around week 14, I get ahead of the curve and drew down that massive backlog. I had raised my downstream orders to account for future increase in demand and then my retailer friend handed me the next slip of orders.

    0. Zero orders.

    What? Week after week he sends me 0 orders. Suddenly, I’m building the mother of all inventories and have to put in 0 orders to my distributor. Now it’s his turn to look at me and say “What the hell?” I can only shrug in return.

    At the end of the game, my dad asks the me (wholesaler), the distributor and the producer what we thought happened. We agree that it must have looked like this.

    image

    He then tells the retailer to reveal what really happened. 

    image

    WTF. 

    In the end, we had lost hundreds of dollars in backorders and excess inventory and were cursing out our upstream or downstream vendors for being idiots. We thought demand had spiked wildly and then dropped off but it was pretty steady. Our individual decisions in the supply chain had lead to systemic failure.

    Why Apple Is In China

    The lessons of the Beer Game are pretty evident. Delay in the supply chain causes amplified downstream problems. The problem wasn’t that we were kids running beer supply, the problem was the structure of the chain itself. Small changes at the front end lead to massive mistakes down the line. 

    In the NY Times’ excellent series on Apple’s iEconomy, Charles Duhigg and Keith Bradsher write an article title “How the U.S. Lost out iPhone Work”. 

    “The entire supply chain is in China now,” said another former high-ranking Apple executive. “You need a thousand rubber gaskets? That’s the factory next door. You need a million screws? That factory is a block away. You need that screw made a little bit different? It will take three hours.”

    Imagine if Apple built a Foxconn-style final assembly plant in California. They could literally be screwed waiting for new screws to come via cargo ship across the ocean. Beer Game all over again.

    The Bullwhip Effect

    Because of the bullwhip effect illustrated by the game, Apple needs to have factories in China because the supply chain is there. We learned in the Beer Game that minute changes have massive ripple effects along the supply chain.

    The U.S. has lost that industrial base and it’s extremely difficult to get it back. It’s not about unions, jobs Americans don’t want - it’s about delay. 

    That’s why, with apologies to my libertarian friends (and Mitt Romney), Obama was right in bailing out the auto industry when GM and Chrysler were going bankrupt. Because it wasn’t just GM and Chrysler that were going to fail, it was an entire ripple-effect of suppliers, tool manufacturers, raw material suppliers, trucking companies and dealers that were going to go away.

    Dash of Hope

    It’s not hopeless of course. But once lost, an industrial chain is incredibly hard to reclaim. @anildash, once tweeted “Apple could invest part of its $100B in building U.S. factories.”

    It might cost a lot more than that, but it can be done.

    comments, flames, thought? - @marksweep

     
  2. 43
    2011: A Badass JavaScript Year In Review

    2011 has been a great year for JavaScript.  Web browsers have given us great new tools to use and we have taken web applications to new heights, competing with native applications and bringing sexy back to the web with countless impressive demos.  A week or so ago, we put out a survey to all of you asking what you thought the most badass JavaScript demo of 2011 was.  Of course, this would be a boring post if we just said what the outcome was, so we’re going to list the top JavaScript accomplishments of 2011 here, from demos to libraries and applications themselves.  And to all of you in the JS community, Happy New Year and keep up the good work in 2012!

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    Coming in at the top voted JavaScript demo of 2011, we have JSLinux, the JavaScript PC emulator.  I have to agree, JSLinux deserves the prize as it is very impressive.  It emulates PC hardware entirely in JavaScript and includes a terminal to enter and run common unix commands.  There is a file system as well, so creating directories works, as does writing text files with vi.  There is even a built-in C compiler, so you can run your own programs in JSLinux as well!  If you haven’t already, go check it out!

    In terms of JavaScript tooling, JSHint has to get the award for this year.  JSHint is a community driven fork of JSLint, Doug Crockford’s very opinionated JavaScript linting tool.  Although Crockford may not like it very much, the rest of the JavaScript community has been very supportive of it, and I salute its developers for taking that risk to bring us great tools!

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    There have been many great WebGL demos this year, and in fact WebGL is even starting to see production use by big companies with the release of Google MapsGL.  We saw glfx.js, which implements Core Image like filters in the browser using WebGL, impressively realistic water simulations, great music visualizations, Google Earth style 3d maps in the browser from Nokia, beautiful terrain generation demos and much much more.  Libraries like Three.js and CSG.js continue to be invaluable tools to make these demos possible, and tooling is even coming along as well, with ThreeNodes.js, a visual WebGL scene editor in the browser.  WebGL is bringing a whole new class of graphics applications, from games to Photoshop in the browser, and I can’t wait to see what 2012 will bring in this area!

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    Some of the most impressive demos of the year have been ported to the web using Emscripten, the LLVM to JavaScript compiler.  This in and of itself is impressive, and shows that JavaScript is actually a pretty good compile target for the web.  Byte codes?  Who needs them!  Anyway, we’ve seen some pretty awesome demos come out of this work including Broadway.js (H.264 in JavaScript at 30fps), Route9.js (WebM in JS), a speech-to-text engine, OpenJPEG (read: JPEG 2000 in the browser) and many more!  Emscripten has brought about some awesome stuff, and I can’t wait to see what people do with it in 2012!

    Another impressive demo and ongoing project of 2011 has been PDF.js which implements a full PDF reader using only web technologies.  The PDF format is a conglomeration of many other formats, including image formats, font formats, compression and encryption algorithms and more, and thus PDF.js has become almost a repository of JavaScript implementations of these formats as well as just a PDF reader.  It has gone from barely working to very full featured this year, and is not only a good demo of what web technologies are capable of, but a great learning tool for browser makers on the missing features of web browsers as well!  Out of PDF.js, we have gotten dashed line support and even-odd fill rule support for canvas elements and probably even more bugs fixed, and coming down the pipeline are a better font loading API, and perhaps even a WebPrint API.  I can’t wait to see what Mozilla does with PDF.js in 2012!

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    On the web audio front, we’ve seen quite a few great things in 2011.  It all started with JSMad, the hand ported JavaScript MP3 decoder using the new Web Audio API from Google and the Audio Data API from Mozilla.  After that, we saw an MP2 decoder, and the HTML5 Audio Test Suite from the fine folks at Soundcloud.  And we saw Audiolet, which looks to be a very nice audio generation library, and Audiolib.js, which is a nice audio effects library.  Finally, just recently my team at ofmlabs, released ALAC.js, the Apple Lossless decoder hand ported to JavaScript.  You can expect more great things from us and everyone in the Web Audio community in 2012!

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    Well, this post is getting kind of long now, so I’ll try to summarize the remaining demos briefly though they are all super impressive and amazing!  HTML2Canvas is a full HTML/CSS renderer in the canvas element which allows us to generate screenshots of live web pages for feedback purposes or otherwise.  There are now multiple JavaScript VNC clients.  Many image formats have been implemented in JS: PNG, JPEG, BMP, and GIF.  My own PDF generation library PDFKit was released this year.  A JVM has been implemented in JavaScript.  Libraries like Backbone, Ember.js, SproutCore, and Cappuccino have gotten a lot better.  The iCloud web apps have brought a high standard for native-like interfaces on the web.  There is so much to love about the JavaScript community and things it brings us every year.  You are the best.

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    Finally, make it your New Years resolution to watch Chris Williams’ excellent video, “An End to Negativity” and to better yourself and this community in 2012.  Happy New Year, thanks for all your hard work this year, and keep it up in 2012 and beyond!

     
  3. 6,128

    buzzfeed:

    Doing math.

    (Via Reddit)

     
  4. 54,130

    Oh yeah!

     
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