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2015年6月15日 星期一

2015 現金回饋信用卡


國泰世華 現金回饋御璽卡

2017/12/31前,國外消費享2%、國內消費享0.5%現金回饋。無通路限制、無級距門檻、無回饋上限,刷越多回饋越多!

2015/6/30前,至中油直營加油站刷卡加油,於活動期間內登錄後之加油消費享0.5%現金回饋。( 每月每戶最高回饋NT$300)


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2012年10月7日 星期日

Scrum

Scrum is an iterative and incremental agile software development method for managing software projects and product or application development. Scrum has not only reinforced the interest in project management,[citation needed] but also challenged the conventional ideas about such management. Scrum focuses on project management institutions where it is difficult to plan ahead. Mechanisms of empirical process control, where feedback loops that constitute the core management technique are used as opposed to traditional command-and-control oriented management.[citation needed] It represents a radically new approach for planning and managing projects, bringing decision-making authority to the level of operation properties and certainties.


There are three core roles and a range of ancillary roles—core roles are often referred to as pigs and ancillary roles as chickens (after the story The Chicken and the Pig).

Core roles

The core roles are those committed to the project in the Scrum process—they are the ones producing the product (objective of the project). They represent the scrum team.
Product Owner
The Product Owner represents the stakeholders and is the voice of the customer. He or she is accountable for ensuring that the team delivers value to the business. The Product Owner writes customer-centric items (typically user stories), prioritizes them, and adds them to the product backlog. Scrum teams should have one Product Owner, and while they may also be a member of the development team, it is recommended that this role not be combined with that of Scrum Master.
Development Team
The Development Team is responsible for delivering potentially shippable product increments at the end of each Sprint. A Development Team is made up of 3–9 people with cross-functional skills who do the actual work (analyse, design, develop, test, technical communication, document, etc.). The Development Team in Scrum is self-organizing, even though they may interface with project management organizations (PMOs).
Scrum Master
Scrum is facilitated by a Scrum Master, sometimes written as ScrumMaster, who is accountable for removing impediments to the ability of the team to deliver the sprint goal/deliverables. The Scrum Master is not the team leader, but acts as a buffer between the team and any distracting influences. The Scrum Master ensures that the Scrum process is used as intended. The Scrum Master is the enforcer of rules. A key part of the Scrum Master’s role is to protect the Development Team and keep it focused on the tasks at hand. The role has also been referred to as a servant-leader to reinforce these dual perspectives.
Many a times, a Scrum Master is mistaken to be a Project Manager. However the difference is that while the Project Manager may also have people management responsibilities in addition to the role of a Scrum Master, a Scrum Master shall not hold any such additional people responsibilities.

Ancillary roles

The ancillary roles in Scrum teams are those with no formal role and infrequent involvement in the Scrum process—but nonetheless, they must be taken into account.
Stakeholders
The stakeholders are the customers, vendors. They are people who enable the project and for whom the project produces the agreed-upon benefit[s] that justify its production. They are only directly involved in the process during the sprint reviews.
Managers
People who control the environment.

Sprint

A sprint is the basic unit of development in Scrum. Sprints last between one week and one month, and are a "timeboxed" (i.e. restricted to a specific duration) effort of a constant length.
Each sprint is preceded by a planning meeting, where the tasks for the sprint are identified and an estimated commitment for the sprint goal is made, and followed by a review or retrospective meeting,where the progress is reviewed and lessons for the next sprint are identified.
During each sprint, the team creates finished portions of a product. The set of features that go into a sprint come from the product backlog, which is a prioritized list of requirements. Which backlog items go into the sprint (the sprint goals) is determined during the sprint planning meeting. During this meeting, the Product Owner informs the team of the items in the product backlog that he or she wants completed (the ones with the highest priority). The team then determines how much of time they can commit to complete during the next sprint, and records this in the sprint backlog. The sprint backlog is property of the development team, i.e. during a sprint, no one is allowed to edit the sprint backlog except for the development team. The sprint goals should not be changed during the sprint. Development is timeboxedsuch that the sprint must end on time; if requirements are not completed for any reason they are left out and returned to the product backlog. After a sprint is completed, the team demonstrates how to use the software.
Scrum enables the creation of self-organizing teams by encouraging co-location of all team members, and verbal communication between all team members and disciplines in the project.
A key principle of Scrum is its recognition that during a project the customers can change their minds about what they want and need (often called requirements churn), and that unpredicted challenges cannot be easily addressed in a traditional predictive or planned manner. As such, Scrum adopts an empirical approach—accepting that the problem cannot be fully understood or defined, focusing instead on maximizing the team’s ability to deliver quickly and respond to emerging requirements.
Like other agile development methodologies, Scrum can be implemented through a wide range of tools. Many companies use universal tools, such as spreadsheets to build and maintain artifacts such as the sprint backlog. There are also open-source and proprietary packages dedicated to management of products under the Scrum process. Other organizations implement Scrum without the use of any tools, and maintain their artifacts in hard-copy forms such as paper, whiteboards, and sticky notes.

Meetings

Daily Scrum

Each day during the sprint, a project status meeting occurs. This is called a daily scrum, or the daily standup. This meeting has specific guidelines:
  • All members of the Development Team come prepared with the updates for the meeting
  • The meeting starts precisely on time even if some Development team members are missing
  • The meeting should happen at the same location and same time every day
  • The meeting length is set (timeboxed) to 15 minutes
  • All are welcome, but normally only the core roles speak
During the meeting, each team member answers three questions:
  • What have you done since yesterday?
  • What are you planning to do today?
  • Any impediments/stumbling blocks?

  • Any impediment/stumbling block identified in this meeting is documented by the Scrum Master and worked towards resolution outside of this meeting. No detailed discussions shall happen in this meeting.

Backlog grooming: storytime

The team should spend time during a sprint doing product backlog grooming. This is the process of estimating the existing backlog using effort/points, refining the acceptance criteria for individual stories, and breaking larger stories into smaller stories.
  • Meetings should not be longer than an hour
  • Meeting does not include breaking stories into tasks
  • The team can decide how many meetings are needed per week.
The most commonly used method is the planning poker.

Scrum of Scrums

Each day normally after the Daily Scrum.
  • These meetings allow clusters of teams to discuss their work, focusing especially on areas of overlap and integration.
  • A designated person from each team attends.
The agenda will be the same as the Daily Scrum, plus the following four questions:
  • What has your team done since we last met?
  • What will your team do before we meet again?
  • Is anything slowing your team down or getting in their way?
  • Are you about to put something in another team’s way?

Sprint planning meeting

At the beginning of the sprint cycle (every 7–30 days), a “Sprint planning meeting” is held.
  • Select what work is to be done
  • Prepare the Sprint Backlog that details the time it will take to do that work, with the entire team
  • Identify and communicate how much of the work is likely to be done during the current sprint
  • Eight-hour time limit
    • (1st four hours) Entire team: dialog for prioritizing the Product Backlog
    • (2nd four hours) Development Team: hashing out a plan for the Sprint, resulting in the Sprint Backlog
At the end of a sprint cycle, two meetings are held: the “Sprint Review Meeting” and the “Sprint Retrospective

Sprint review meeting

  • Review the work that was completed and not completed
  • Present the completed work to the stakeholders (a.k.a. “the demo”)
  • Incomplete work cannot be demonstrated
  • Four-hour time limit

Sprint retrospective

  • All team members reflect on the past sprint
  • Make continuous process improvements
  • Two main questions are asked in the sprint retrospective: What went well during the sprint? What could be improved in the next sprint?
  • Three-hour time limit
  • This meeting is facilitated by the Scrum Master

Artifacts

Product Backlog

The product backlog is an ordered list of "requirements" that is maintained for a product. It contains Product Backlog Items that are ordered by the Product Owner based on considerations like risk, business value, dependencies, date needed, etc. The features added to the backlog are commonly written in story format (See terminology below). The product backlog is the “What” that will be built, sorted in the relative order it should be built in. It is open and editable by anyone, but the Product Owner is ultimately responsible for ordering the stories on the backlog for the Development Team. The product backlog contains rough estimates of both business value and development effort, these values are often stated in story points using a rounded Fibonacci sequence. Those estimates help the Product Owner to gauge the timeline and may influence ordering of backlog items. For example, if the “add spellcheck” and “add table support” features have the same business value, the one with the smallest development effort will probably have higher priority, because the ROI (Return on Investment) is higher.
The Product Backlog, and business value of each listed item is the responsibility of the Product Owner. The estimated effort to complete each backlog item is, however, determined by the Development Team. The team contributes by estimating Items and User-Stories, either in Story-points or in estimated hours.

[edit]Sprint Backlog

The stories/features are broken down into tasks by the Development Team, which, as a best practice, should normally be between four and sixteen hours of work. With this level of detail the Development Team understands exactly what to do, and potentially, anyone can pick a task from the list. Tasks on the sprint backlog are never assigned; rather, tasks are signed up for by the team members as needed during the daily scrum, according to the set priority and the Development Team member skills. This promotes self-organization of the Development Team, and developer buy-in.The sprint backlog is the list of work the Development Team must address during the next sprint. The list is derived by selecting stories/features from the top of the product backlog until the Development Team feels it has enough work to fill the sprint. This is done by the Development Team asking "Can we also do this?" and adding stories/features to the sprint backlog. The Development Team should keep in mind the velocity of its previous Sprints (total story points completed from each of the last sprints stories) when selecting stories/features for the new sprint, and use this number as a guide line of how much "effort" they can complete.
The sprint backlog is the property of the Development Team, and all included estimates are provided by the Development Team. Often an accompanying task board is used to see and change the state of the tasks of the current sprint, like “to do”, “in progress” and “done”.

Increment

The increment is the sum of all the Product Backlog Items completed during a sprint and all previous sprints. At the end of a sprint, the Increment must be done according to the Scrum Team's definition of done. The increment must be in usable condition regardless of whether the Product Owner decides to actually release it.

Burn down


A sample burn down chart for a completed iteration, showing remaining effort and tasks for each of the 21 work days of the 1-month iteration.
The sprint burn down chart is a publicly displayed chart showing remaining work in the sprint backlog. Updated every day, it gives a simple view of the sprint progress. It also provides quick visualizations for reference. There are also other types of burndown, for example the release burndown chart that shows the amount of work left to complete the target commitment for a Product Release (normally spanning through multiple iterations) and the alternative release burndown chart,[19] which basically does the same, but clearly shows scope changes to Release Content, by resetting the baseline.
It should not be confused with an earned value chart.

Terminology


The following terminology is used in Scrum:
Scrum Team
Product Owner, Scrum Master and Development Team
Product Owner
The person responsible for maintaining the Product Backlog by representing the interests of the stakeholders, and ensuring the value of the work the Development Team does.
Scrum Master
The person responsible for the Scrum process, making sure it is used correctly and maximizing its benefits.
Development Team
A cross-functional group of people responsible for delivering potentially shippable increments of Product at the end of every Sprint.
Sprint burn down chart
Daily progress for a Sprint over the sprint’s length.
Product backlog
A prioritized list of high-level requirements.
Sprint backlog
A prioritized list of tasks to be completed during the sprint.
Sprint
A time period (typically 1–4 weeks) in which development occurs on a set of backlog items that the team has committed to. Also commonly referred to as a Time-box or iteration.
(User) Story
A feature that is added to the backlog is commonly referred to as a story and has a specific suggested structure. The structure of a story is: "As a <user type> I want to <do some action> so that <desired result>" This is done so that the development team can identify the user, action and required result in a request and is a simple way of writing requests that anyone can understand. Example: As a wiki user I want a tools menu on the edit screen so that I can easily apply font formatting.
A story is an independent, negotiable, valuable, estimatable, small, testable requirement ("INVEST"). Despite being independent i.e. they have no direct dependencies with other requirements, stories may be clustered into epics when represented on a product roadmap or further down in the backlog.
Theme
A theme is a top-level objective that may span projects and products. Themes may be broken down into sub-themes, which are more likely to be product-specific. Themes can be used at both program and project level to drive strategic alignment and communicate a clear direction.
Epic
An epic is a group of related stories, mainly used in product roadmaps and the backlog for features that have not yet been analyzed enough to break down into component stories, which should be done before bringing it into a sprint so to reduce uncertainty. Epics can also be used at a both program and project level.
Spike
A time boxed period used to research a concept and/or create a simple prototype. Spikes can either be planned to take place in between sprints or, for larger teams, a spike might be accepted as one of many sprint delivery objectives. Spikes are often introduced before the delivery of large epics or user stories in order to secure budget, expand knowledge, and/or produce a proof of concept. The duration and objective(s) of a spike will be agreed between the Product Owner and Delivery Team before the start. Unlike sprint commitments, spikes may or may not deliver tangible, shippable, valuable functionality. For example, the objective of a spike might be to successfully reach a decision on a course of action. The spike is over when the time is up, not necessarily when the objective has been delivered.
Tracer Bullet
The tracer bullet is a spike with the current architecture, current technology set, current set of best practices which results in production quality code. It might just be a very narrow implementation of the functionality but is not throw away code. It is of production quality and rest of the iterations can build on this code.
Point Scale/Effort/Story points
Relates to an abstract point system, used to discuss the difficulty of the story, without assigning actual hours. The most common scale used is a rounded Fibonacci sequence (1,2,3,5,8,13,20,40,100), although some teams use linear scale (1,2,3,4...), powers of two (1,2,4,8...), and clothes size (XS, S, M, L, XL).[21]
Tasks
Added to the story at the beginning of a sprint and broken down into hours. Each task should not exceed 12 hours, but it's common for teams to insist that a task take no more than a day to finish.
Definition of Done (DoD)
The exit-criteria to determine whether a product backlog item is complete. In many cases the DoD requires that all regression tests should be successful.
Velocity
The total effort a team is capable of in a sprint. The number is derived by adding all the story points from the last sprint's stories/features. This is a guideline for the team and assists them in understanding how many stories they can do in a sprint.
Impediment
Anything that prevents a team member from performing work as efficiently as possible.[22]
Sashimi
A report that something is "done". The definition of "done" may vary from one Scrum team to another, but must be consistent within one team.
Abnormal Termination
The Product Owner can cancel a Sprint if necessary.[23] The Product Owner may do so with input from the team, scrum master or management. For instance, management may wish to cancel a sprint if external circumstances negate the value of the sprint goal. If a sprint is abnormally terminated, the next step is to conduct a new Sprint planning meeting, where the reason for the termination is reviewed.
Planning Poker
In the Sprint Planning Meeting, the team sits down to estimate its effort for the stories in the backlog. The Product Owner needs these estimates, so that he or she is empowered to effectively prioritize items in the backlog and, as a result, forecast releases based on the team's velocity.

Scrum-ban


Scrum-ban is a software production model based on Scrum and Kanban. Scrum-ban is especially suited for maintenance projects or (system) projects with frequent and unexpected user stories or programming errors. In such cases the time-limited sprints of the Scrum model are of no appreciable use, but Scrum’s daily meetings and other practices can be applied, depending on the team and the situation at hand. Visualization of the work stages and limitations for simultaneous unfinished user stories and defects are familiar from the Kanban model. Using these methods, the team’s workflow is directed in a way that allows for minimum completion time for each user story or programming error, and on the other hand ensures each team member is constantly employed.
To illustrate each stage of work, teams working in the same space often use post-it notes or a large whiteboard. In the case of decentralized teams, stage-illustration such asAssembla, ScrumWorks, Rational Team Concert or JIRA in combination with GreenHopper can be used to visualize each team’s user stories, defects and tasks divided into separate phases.
In their simplest, the tasks or usage stories are categorized into the work stages
  • Unstarted
  • Ongoing
  • Completed
If desired, though, the teams can add more stages of work (such as “defined”, “designed”, “tested” or “delivered”). These additional phases can be of assistance if a certain part of the work becomes a bottleneck and the limiting values of the unfinished work cannot be raised. A more specific task division also makes it possible for employees to specialize in a certain phase of work.
There are no set limiting values for unfinished work. Instead, each team has to define them individually by trial and error; a value too small results in workers standing idle for lack of work, whereas values too high tend to accumulate large amounts of unfinished work, which in turn hinders completion times. A rule of thumb worth bearing in mind is that no team member should have more than two simultaneous selected tasks, and that on the other hand not all team members should have two tasks simultaneously.
The major differences between Scrum and Kanban are derived from the fact that, in Scrum, work is divided into sprints that last a certain amount of time, whereas in Kanban the workflow is continuous. This is visible in work stage tables, which in Scrum are emptied after each sprint. In Kanban all tasks are marked on the same table. Scrum focuses on teams with multifaceted know-how, whereas Kanban makes specialized, functional teams possible.
Since Scrum-ban is such a new development model, there is not much reference material. Kanban, on the other hand, has been applied by Microsoft and Corbis.


資料來源: http://en.wikipedia.org/wiki/Scrum_(development)

2012年9月30日 星期日

新二代健保上路 6種收入需要多繳費

攸關你荷包支出的二代健保法已經正式三讀通過,趕快來算一算,你到底要多繳多少健保費?在新制度實施後,又有哪些方法可以合法節省健保費支出?

二代健保過關,有人會增加保費、但也有人可以減少保費。二代健保未來正式實施後,有6 大類收入的民眾,包括兼差族、股票族、利息族、擁有執行業務收入、全年領超過投保薪資4倍獎金的上班族、包租公包租婆等收租一族,可能要繳交兩種健保費。

二代健保所謂的保費共分為兩種,其中一種是目前採用的以經常性投保薪資計算每月健保費,另一種則是補充保險費!

但是如果你只有領一份固定薪水,沒有其他收入來源,那麼所繳的健保費卻會不增反減。精打細算的你,趕快拿出計算機,算一下自己到底是少繳健保費?還是要多繳健保費?

狀況1 只有一份收入的上班族

模擬狀況 林先生、林太太2人的月投保薪資各為4萬100元,且2個小孩都是在林先生的公司加入健保。
扣繳方式 依照原本經常性投保薪資計算保費 費率:由5.17%調降為4.91%(暫定)
計算方式 林家4口每月所繳健保費 
一代健保為:40,100×5.17%×30%×4=2,488元
二代健保為:40,100×4.91%×30%×4=2,364元
林家4口:未來每月可少繳124元,1年少繳1,488元
計算說明 因林先生、林太太以員工身分投保,只需負擔30%健保費,所以在計算上要乘以30%。

狀況2 兼差上班族

模擬狀況 小君白天在貿易公司當會計,每月經常性投保薪資為3萬3300元,晚上則在速食餐廳上大夜班,每月薪水2萬元,那麼每個月要繳多少健保費?
扣繳方式 (1)經常性薪資納保,費率4.91% (2)補充保險費,費率為2%
計算方式 
每月所繳薪資保費為:33,300×4.91%×30%=491元
每月所繳補充保險費為:2萬×2%=400元
小君每個月共要繳:891元健保費
計算說明 目前補充保險費上限為1000萬元,下限未定,因此在試算上是以不扣除下限金額的方式,即總兼差所得的2%來計算補充保險費。

二代健保補充保險費知多少?

定義

二代健保除了以民眾的經常性投保薪資計算健保費之外,還針對經常性薪資以外的所得收取2%的費用做為補充保險費,以擴增健保財源。未來二代健保法公告實施後,健保局主要會針對以下6種經常性薪資以外的收入徵收2%補充保險費。

課徵所得項目

(1)全年所領獎金超過當月投保薪資4倍的獎金。
(2)非屬於投保薪資所給付的薪資所得,也就是兼差的薪資所得。但在職業工會納保的民眾,就算有不同雇主所發給的薪水,也不用繳2%的補充保險費。
(3)擁有執行業務收入,包括律師、會計師、藝人等領取的執行業務所得,另外像是名嘴的演講費、稿費等也算是執行業務收入。但是如果獨立開業的律師、醫師、會計師、建築師,原來就把執行業務所得做為經常性投保金額的話,就不必重複用來計算繳交2%的補充保險費。
(4)股票現金股利所得。
(5)銀行利息所得。
(6)租金收入,只有把房子出租給公司行號等營利單位的的民眾才須繳補充保險費,如果把房子租給學生、上班族等個人使用的話,就不用繳納補充保險費。

徵收上下限

目前補充保險費的上限是1000萬元,也就是超過1000萬元的部分,還是以1000萬元徵收補充保險費。至於下限金額,也就是6種補充保險費收入在一定金額以下,就不用繳補充保險費,由於尚未定案,因此目前的試算都是以不扣除下限,直接以6種收入的2%來概算可能要繳的補充保險費。

扣繳方式

採用單筆就源扣繳方式,例如銀行發放存款利息,上市櫃公司發股票現金股利時,要先扣除其中的2%做為補充保險費交給健保局,剩下的才發給銀行客戶、股東。除了超過4倍投保薪資獎金是以年度累計之外,其他5種收入都是依照單次扣繳補充保險費。例如每一筆的利息、每一筆的兼差收入、每一筆房租都必須扣繳2%當做補充保險費。

罰則

如果扣費義務人,也就是給錢的單位,包括銀行、上市櫃公司、企業,沒有依照規定扣繳補充保險費,健保局會限期補繳,並處以應扣繳金額的1倍當做罰鍰;如果扣費義務人沒有在限期內補繳,就會被處以3倍的罰鍰。

實施日期

預計最快明年正式上路,目前施行細節尚未公布。


資料來源: http://mag.chinatimes.com/mag-cnt.aspx?artid=6881

2012年9月15日 星期六

MTBF - Mean Time Between Faulure


Mean time between failures (MTBF) is the predicted elapsed time between inherent failures of a system during operation.[1] MTBF can be calculated as the arithmetic mean(average) time between failures of a system. The MTBF is typically part of a model that assumes the failed system is immediately repaired (MTTR), as a part of a renewal process. This is in contrast to the mean time to failure (MTTF), which measures average time to failures with the modeling assumption that the failed system is not repaired (infinite repair rate).
The definition of MTBF depends on the definition of what is considered a system failure. For complex, repairable systems, failures are considered to be those out of design conditions which place the system out of service and into a state for repair. Failures which occur that can be left or maintained in an unrepaired condition, and do not place the system out of service, are not considered failures under this definition.[2] In addition, units that are taken down for routine scheduled maintenance or inventory control, are not considered within the definition of failure.

What is MTBF?
MTBF is an abbreviation for Mean Time Between Failures.

MTBF is a measure of how reliable a product is. MTBF is usually given in units of hours; the higher the MTBF, the more reliable the product is.

For electronic products, it is commonly assumed that during the useful operating life period the parts have constant failure rates, and part failure rates follow an exponential law of distribution. In this case, the MTBF of the product can be calculated as:

MTBF = 1/(sum of all the part failure rates)

and the probability that the product will work for some time T without failure is given by:

R(T) = exp(-T/MTBF)

Thus, for a product with an MTBF of 250,000 hours, and an operating time of interest of 5 years of 24x7 (43,800 hours):

R = exp(-43800/250000) = 0.839289

which says that there is an 83.9% probability that the product will operate for the 5 years without a failure, or that 83.9% of the units in the field will still be working at the 5 year point. Note: the Reliability calculation assumes replacement upon failure.

The MTBF figure for a product can be derived in various ways: lab test data, actual field failure data, or prediction models (such as Telcordia SR-332 or MIL-HDBK-217). The RelCalc for Windows software can help you do your MTBF prediction.


2012年7月27日 星期五

保密協議 NDA - non-disclosure agreement


non-disclosure agreement (NDA), also known as a confidentiality agreement (CA), confidential disclosure agreement (CDA), proprietary information agreement (PIA), or secrecy agreement, is a legal contract between at least two parties that outlines confidential material, knowledge, or information that the parties wish to share with one another for certain purposes, but wish to restrict access to or by third parties. It is a contract through which the parties agree not to disclose information covered by the agreement. An NDA creates a confidential relationship between the parties to protect any type of confidential and proprietary information or trade secrets. As such, an NDA protects nonpublic business information.
NDAs are commonly signed when two companiesindividuals, or other entities (such as partnerships, societies, etc.) are considering doing business and need to understand the processes used in each others business for the purpose of evaluating the potential business relationship. NDAs can be "mutual", meaning both parties are restricted in their use of the materials provided, or they can restrict the use of material by a single party.
It is also possible for an employee to sign an NDA or NDA-like agreement with an employer. In fact, some employment agreements will include a clause restricting employees' use and dissemination of company-owned "confidential information."

2012年7月4日 星期三

成本、保險費加運費 (需指定目的地) CIF (Cost, Insurance and Freight)


(1)是國貿條規及修訂美國對外貿易定義解釋的貿易條件。
(2)意義:賣方於起運地裝貨港船上交貨,故賣方負責沿船、裝船並預付目的地港海上運費又負責洽購海上保險並支付保費。
(3)責任:貨物通過大船欄杆前的風險歸賣方負擔,通過大船欄杆之後其風險歸買方負擔。
(4)海關習稱到岸價格。
(5)公式:FOB+I+F=C&F+I=CIF。
(6)此價賣方提供買方三個主要貨運單據為商業發票(Com-mercial Invoice)、提單(Bill of Lading)、保險單(Insurance Policy)。
CIF術語要求賣方辦理貨物出口清關手續。
該術語僅適用於海運和內河運輸。若當事方無意越過船舷交貨則應使用CIP術語。
A 賣方義務
B 買方義務
A1 提供符合合同規定的貨物
賣方必須提供符合銷售合同規定的貨物和商業發票或有同等作用的電子訊息,以及合同可能要求的、證明貨物符合合同規定的其他任何憑證。
B1 支付價款
買方必須按照銷售合同規定支付價款。
A2 許可證、其他許可和手續
賣方必須自擔風險和費用,取得任何出口許可證或其他官方許可,並在需要辦理海關手續時,辦理貨物出口貨物所需的一切海關手續。
B2 許可證、其他許可和手續
買方必須自擔風險和費用,取得任何進口許可證或其他官方許可,並在需要辦理海關手續時,辦理貨物進口及從他國過境的一切海關手續。
A3 運輸合同和保險合同
a)運輸合同
賣方必須自付費用,按照通常條件訂立運輸合同,經由慣常航線,將貨物用通常可供運輸合同所指貨物類型的海輪(或依情況適合內河運輸的船隻)裝運至指定的目的港。
b)保險合同
賣方必須按照合同規定,自付費用取得貨物保險,並向買方提供保險單或其他保險證據,以使買方或任何其他對貨物具有保險利益的人有權直接向保險人索賠。保 險合同應與信譽良好的保險人或保險公司訂立,在無相反明確協議時,應按照《協會貨物保險條款》(倫敦保險人協會)或其他類似條款中的最低保險險別投保。保 險期限應按照B5和B4規定。應買方要求,並由買方負擔費用,賣方應加投戰爭、罷工、暴亂和民變險,如果能投保的話。最低保險金額應包括合同規定價款另加 10%(即110%),並應採用合同貨幣。
B3 運輸合同與保險合同
a)運輸合同
無義務。
b)保險合同
無義務。
A4 交貨
賣方必須在裝運港,在約定的日期或期限內,將貨物交至船上。
B4 受領貨物
買方必須在賣方已按照A4規定交貨時受領貨物,並在指定的目的港從承運人處收受貨物。
A5 風險轉移
除B5規定者外,賣方必須承擔貨物滅失或損壞的一切風險,直至貨物在裝運港越過船舷為止。
B5 風險轉移
買方必須承擔貨物在裝運港越過船舷之後滅失或損壞的一切風險。
如買方未按照B7規定給予賣方通知,買方必須從約定的裝運日期或裝運期限屆滿之日起,承擔貨物滅失或損壞的一切風險,但以該項貨物已正式劃歸合同項下,即清楚地劃出或以其他方式確定為合同項下之貨物為限。
A6 費用劃分
除B6規定者外,賣方必須支付
與貨物有關的一切費用,直至已經按照A4規定交貨為止;及
按照A3a)規定所發生的運費和其他一切費用,包括貨物的裝船費;及
按照A3b)規定所發生的保險費用;及
根據運輸合同由賣方支付的、在約定卸貨港的任何卸貨費用;及
在需要辦理海關手續時,貨物出口需要辦理的海關手續費用及出口時應繳納的一切關稅、稅款和其他費用,以及根據運輸合同規定由賣方支付的貨物從他國過境的費用。
B6 費用劃分
除A3a)規定外,買方必須支付
自按照A4規定交貨時起的一切費用;及
貨物在運輸途中直至到達目的港為止的一切費用,除非這些費用根據運輸合同應由賣方支付;及
包括駁運費和碼頭費在內的卸貨費,除非這些費用根據運輸合同應由賣方支付;及
如買方未按照B7規定給予賣方通知,則自約定的裝運日期或裝運期限屆滿之日起,貨物所發生的一切額外費用,但以該項貨物已正式劃歸合同項下,即清楚地劃出或以其他方式確定為合同項下之貨物為限;及
在需要辦理海關手續時,貨物進口應交納的一切關稅、稅款和其他費用,及辦理海關手續的費用,以及需要時從他國過境的費用,除非這些費用已包括在運輸合同中。
A7 通知買方
賣方必須給予買方說明貨物已按照A4規定交貨的充分通知,以及要求的任何其他通知,以便買方能夠為受領貨物採取通常必要的措施。
B7 通知賣方
一旦買方有權決定裝運貨物的時間和/或目的港,買方必須就此給予賣方充分通知。
A8 交貨憑證、運輸單據或有同等作用的電子訊息
賣方必須自付費用,毫不遲延地向買方提供表明載往約定目的港的通常運輸單據。
此單據(如可轉讓提單、不可轉讓海運單或內河運輸單據)必須載明合同貨物,其日期應在約定的裝運期內,使買方得以在目的港向承運人提取貨物,並且,除非另有約定,應使買方得以通過轉讓單據(可轉讓提單)或通過通知承運人 ,向其後手買方出售在途貨物。
如此運輸單據有數份正本,則應向買方提供全套正本。
如買賣雙方約定使用電子方式通訊,則前項所述單據可以由具有同等作用的電子資料交換(EDI)訊息代替。
B8 交貨憑證、運輸單據或有同等作用的電子訊息
買方必須接受按照A8規定提供的運輸單據,如果該單據符合合同規定的話。
A9 查對、包裝、標記
賣方必須支付為按照A4規定交貨所需進行的查對費用(如核對貨物品質、丈量、過磅、點數的費用)。
賣方必須自付費用,提供符合其安排的運輸所要求的包裝(除非按照相關行業慣例該合同所描述貨物無需包裝發運)。包裝應作適當標記。
B9 貨物檢驗
買方必須支付任何裝運前檢驗的費用,但出口國有關當局強制進行的檢驗除外。
A10 其他義務
應買方要求並由其承當風險和費用,賣方必須給予買方一切協助,以幫助買方取得由裝運地國和/或原產地國所簽發或傳送的、為買方進口貨物可能要求的和必要時從他國過境所需的任何單據或有同等作用的電子訊息(A8所列的除外)。 應買方要求,賣方必須向買方提供額外投保所需的資訊。
B10 其他義務
買方必須支付因獲取A10所述單據或有同等作用的電子訊息所發生的一切費用,並償付賣方因給予協助而發生的費用。應賣方要求,買方必須向其提供投保所需的資訊。

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