E:D Black Box
From FSD to FA-off, HazRES to o7 — this is the site's single source of truth for what the words mean, and each term is wired to the guide that goes deep. Definitions are verified against the community glossaries and Frontier's own guides cited at the foot of the page; where a term describes content that has since changed or retired, it is flagged in place. Terms are grouped by domain and run alphabetically inside each group; community slang is labelled as such — it is not official Frontier nomenclature.
A plain-English definition, then the single deepest guide on the topic. No over-linking.
Retired war-state and Trailblazers-era terms are marked, not silently presented as live.
Community jargon is separated from official terms so new pilots know which is which.
The words that frame the whole game — who you are, where you fly, and what you are chasing.
| Term | Meaning |
|---|---|
| CMDR / Commander | Your player character. Every pilot is a Commander; the friendly salute between them is o7. |
| The Bubble | The human-inhabited core of the galaxy around Sol — the original starting region and where the Background Simulation runs hottest. |
| Colonia | The player-built second hub, ~22,000 ly from Sol, anchored by Jaques Station. See system colonisation. |
| Credits (CR) | The galactic currency. Large sums abbreviate as kCr (thousand), MCr (million), GCr (billion). |
| FDev | Frontier Developments — the studio that makes Elite Dangerous. |
| Galnet | The in-game news network that drives the live-story narrative and signposts community events. |
| Loop / Game loop | A repeatable money or progression cycle — a trade loop, a bounty loop, a mat-farm loop. |
| Meta | The community-agreed optimal build or tactic for a given task at the current patch. |
| NPC | Non-Player Character — any AI ship, station contact or on-foot actor. |
| PvE | Player vs Environment: fighting and interacting with the game's NPCs and world. |
| PvP | Player vs Player: direct interaction or combat between two commanders. |
| Rebuy | The insurance cost to recover a destroyed ship — 5% of the ship + modules value. You cannot fly until it is covered, so never carry less than your rebuy in liquid credits. |
| Sol | Earth's system and Federation capital — permit-locked, not freely accessible. |
| Squadron | An in-game player organisation (up to 500 members) with shared comms, ranks and a faction allegiance. |
| Wing | A group of up to 4 ships flying together with shared comms and objectives — the basic co-op unit. |
The same galaxy, three ways to play it — and the crime layer that follows you across all three.
| Term | Meaning |
|---|---|
| Open / Open Play | Shared instances with any other commander present; PvP is possible anywhere. |
| Solo | A private session with no other players — but your actions still move the shared BGS. |
| Private Group (PG) | An invite-only session. The large PvE-only group Mobius is the classic example. |
| Block | Preventing a specific player from instancing with you again. |
| Instance | The local server slice you currently share with nearby players and NPCs. |
| Legacy / Legacy Mode | The frozen v3.8 (Horizons-era) build — the only version on console (PS4/Xbox) and a separate launch option on PC. No new content since Update 14 (2022): no Odyssey, Powerplay 2.0, Colonisation, or any ship added since. The frozen counterpart to Live. |
| Live / Live Mode | The current v4.0 (Odyssey) build — every new ship, Powerplay 2.0 and Colonisation land here. PC-only, and what this manual targets. Its frozen counterpart is Legacy. |
| C&P / Crime & Punishment | The crime system: offences generate bounties, fines and Notoriety. Tied into the BGS. |
| Notoriety | A 0–10 heat level earned by committing crimes. High values summon ATR and block paying bounties via Interstellar Factors until it decays. |
| Gank / Ganker | Community term for a player killed — or the killer — while not seeking PvP, typically near a busy hub. |
| Combat Logging / Clogging | Disconnecting to escape a fight. Menu-logging is tolerated; task-killing the process to dodge damage is against the rules. |
| PMF | Player Minor Faction — a minor faction created and run by a player group inside the BGS. |
Getting from A to B without bouncing off a star. Distances, drives and the supercruise dance.
| Term | Meaning |
|---|---|
| Boost | Dumping ENG distributor energy for a short burst of speed past your normal top. |
| c | The speed of light. Supercruise speed is quoted in multiples of c. |
| Clicks | Slang for kilometres — "5 clicks" = 5 km. |
| Drop | Leaving supercruise into normal space. |
| FA / Flight Assist | The flight-assist system that auto-dampens momentum, holding your ship to your throttle and stick. |
| FA-Off | Flying with Flight Assist off — full Newtonian manual control, used for the tightest combat manoeuvres. See the combat playbook. |
| FSD / Frame Shift Drive | The drive that powers both supercruise and hyperspace jumps. The single most engineered module in the game. |
| Fuel Scoop | A module that skims hydrogen from a star's corona to refuel for free — mandatory kit for exploration. |
| High Wake | The wake left when a ship hyperspaces to another system. Trackable, but it leaves the instance. |
| Honk | The Discovery Scanner's system-wide ping on arrival, mapping the body count. Core of the explorer loop. |
| Hyperspace | FSD travel between star systems — the "witchspace" tunnel. |
| Interdiction / Interdict | Forcibly pulling a ship out of supercruise into normal space. Win the tug-of-war to evade, or submit to recharge faster. See combat. |
| Jet Cone / Neutron Boost | Charging through a star's jet cone to supercharge FSD range — ~4× at a neutron star, a smaller, riskier boost at a white dwarf — at the cost of FSD damage. An exploration staple. |
| Loop of Shame | The long supercruise turn-around after overshooting your target — the price of too much speed on approach. |
| Low Wake | The wake left when a ship drops into supercruise within the same system. |
| Ls (light-second) | The in-system distance unit; 1 Ls ≈ 300,000 km. Stations are quoted at "N Ls from arrival". |
| Ly (light-year) | The inter-system distance and jump-range unit. |
| Mass Lock | Being held out of FSD charge by a nearby large body or ship — kill the lock to jump. |
| Pip | One of the distributor's power allocations split across SYS / ENG / WEP — max 4 to a system, 6 total to spend. |
| SCA / Supercruise Assist | A module that auto-throttles in supercruise and drops you at a chosen target. |
| SCO / Supercruise Overcharge | A recent FSD mode (Update 18) for sustained high-speed in-system supercruise. Era-sensitive — recent live mechanic; not yet covered in depth elsewhere on the site. |
| Supercruise (SC) | Faster-than-light travel within a system, up to multiples of c. |
| The 7-second rule | Community shorthand for a clean supercruise approach: be under ~30 km/s with the timer reading ~7 seconds to target for a smooth drop. |
| Throttle Blue Zone | The optimal-speed band on the throttle that gives the tightest supercruise turns. |
| Wake Scanner | A utility that reads a high wake to learn where a ship jumped. Catalogued under modules. |
The vocabulary of ship-to-ship fighting — pips, tanks and the kit that keeps you alive. Deep dive: the combat playbook.
| Term | Meaning |
|---|---|
| ATR / Advanced Tactical Response | Elite security units deployed against high-Notoriety criminals — heavy, engineered, and lethal. |
| Banking | Using a Shield Cell Bank to recharge shields mid-fight. |
| Boost Bleeding | Cancelling forward thrust during a boost to orbit a target while keeping speed. |
| Broken / Shield Down | A ship whose shields have collapsed — hull is now exposed to damage. |
| Chaff | A utility that spoofs enemy gimballed and turreted weapon lock for a few seconds. |
| ECM / Electronic Countermeasures | A utility that detonates incoming missiles and mines in a radius. |
| Gimballed / Fixed / Turreted | The three hardpoint aiming types: track-on-lock, manual-aim, and auto-aim respectively. |
| Heatsink | A consumable utility that dumps ship heat — also breaks heat-seeking locks and enables silent-running tricks. |
| Hull Tank | A build that absorbs damage in reinforced hull rather than shields. |
| Hybrid Tank | A build that tanks in both shields and hull. |
| KWS / Kill Warrant Scanner | A utility that reveals a target's bounties in other jurisdictions for a larger payout. See combat. |
| Peel | Drawing an attacker off a wingmate to relieve pressure. |
| Plasma Ram | Landing plasma-accelerator hits then ramming for burst kill damage. |
| Reboot/Repair | An emergency shutdown that restores malfunctioning modules to working order by redistributing integrity — a last-ditch recovery that briefly drops everything offline. |
| SCB / Shield Cell Bank | A module that injects a shield recharge on demand. |
| Silent Running | Closing the heat vents to hide from sensors — at the cost of overheating fast. |
| Tanking | Deliberately absorbing damage — shield-tank or hull-tank — rather than evading it. |
| Wanted | A pilot carrying an active bounty — a lawful target for any bounty hunter. |
The language of fighting the Thargoids. Deep dive: the AX playbook · ship picks: AX role ladder.
The Second Thargoid War ended 18 Dec 3310 with the destruction of the last Titan, Cocijo, in Sol. Maelstroms and living Titans are no longer accessible live content — the war-state terms below are kept as lore and historical reference.
| Term | Meaning |
|---|---|
| AX / Anti-Xeno | Combat against Thargoids, which requires specialist AX weapons (Guardian, Gauss, AX multicannon and the like). |
| AXI / Anti-Xeno Initiative | The major player group that coordinates AX combat doctrine and builds. |
| Basi (Basilisk) | An interceptor variant — the fastest type, third in the toughness ladder. |
| Caustic | A Thargoid damage-over-time effect that eats hull; cleared with a caustic sink or decontamination limpet. |
| Clops (Cyclops) | The most common and weakest interceptor variant. |
| Cold Orbit | A low-heat orbiting technique to stay off an interceptor's targeting and dodge fire. |
| Dusa (Medusa) | The second-toughest interceptor variant. |
| EMP | A Thargoid pulse that shuts down human ship systems — countered by the SFN. |
| Exert / Heart | A Thargoid heart becomes exertable (vulnerable) after enough hull damage; destroying the hearts kills an interceptor. |
| Goid | Slang for a Thargoid. |
| Hydra | The largest, toughest interceptor — eight hearts to kill. |
| Interceptor | The class of large Thargoid combat ships, scaling Cyclops → Basilisk → Medusa → Hydra. |
| Maelstrom | A Thargoid Titan's corrosive storm zone — a war-state feature, retired with the end of the Second War. |
| NHSS / Non-Human Signal Source | A signal source that spawns Thargoid contacts. Catalogued among PvE combat venues. |
| Scout | Small, aggressive Thargoid drones that swarm in groups — soft targets compared to interceptors. |
| SFN / Shutdown Field Neutraliser | A module that protects against the Thargoid EMP shutdown. |
| Spire Site | A Thargoid surface structure — a source of high-value materials, a war-era feature. |
| Titan | One of the eight massive Thargoid motherships of the Second War — all destroyed by 3310. |
| Xeno | Generic prefix for Thargoid-related — anti-xeno, xeno scanner, and so on. |
Moving goods for profit, and the simulation that sets the prices. Deep dive: the trading playbook.
| Term | Meaning |
|---|---|
| BGS / Background Simulation | The galaxy-wide economy and politics engine behind markets, states and factions. Full manual: BGS. |
| Commodity | Any tradeable good with a buy and sell price at a market. |
| CG / Community Goal | A time-limited, galaxy-wide objective with tiered rewards. Full manual: community goals. |
| Demand / Supply | Market quantities that set price and cap how much you can sell or buy in one place. |
| Gold Rush | Any temporary high-profit money-making method — a lucrative mining or trade boom before it is patched or saturated. |
| Hauling | Bulk cargo transport between markets. |
| Loop / Trade Loop | A two-port or multi-hop route, bought low / sold high, run repeatedly. See trading. |
| Rare Goods | Limited-supply local commodities that gain value the further they are carried from source. |
| Smuggling | Carrying stolen or illegal cargo past station scans to a black market. |
| WMM / Wing Mining Mission | A money method: stack wing mining missions, then buy the commodities elsewhere to deliver against them. |
Upgrading your ship. Deep dives: engineers · blueprints · modules · materials · unlock checklist.
| Term | Meaning |
|---|---|
| A–E Rating | Module quality grades: A is best performance, E is cheapest and lightest-tier. See modules. |
| AFMU | Auto Field-Maintenance Unit — repairs other modules in flight, deep-space lifeline. |
| Core Internals | The mandatory ship slots: power plant, thrusters, FSD, life support, distributor, sensors, fuel tank. |
| Dirty Drives (DD) | The common Dirty Drive Tuning thruster blueprint, traded for raw speed. |
| Distro / Power Distributor | The core module managing power flow to SYS / ENG / WEP. See modules. |
| Engineer | An NPC who applies module modifications at their workshop, once unlocked. See engineers. |
| Engineering | Modifying modules to change their stats — the core ship-progression layer. |
| Experimental Effect (Exp / Special) | A secondary effect added on top of a blueprint (e.g. Thermal Vent, Reverb Cascade). See blueprints. |
| FSD Booster | A Guardian module adding flat jump-range. Catalogued under modules. |
| G1–G5 | Engineering modification grades 1–5 (the term also covers material grades). See blueprints. |
| G5 Dirty Drag | Shorthand combo: Grade-5 Dirty Drives plus the Drag Drives experimental, for maximum speed. |
| HGE / High Grade Emission | A USS that drops high-grade encoded and manufactured materials. Farm guide: high-grade emissions. |
| LR / Long Range | The Long-Range weapon blueprint — extends damage falloff distance. |
| Mat Trader / Material Trader | An NPC who exchanges materials across grades and types at a ratio. See materials. |
| Materials | Raw / Manufactured / Encoded crafting components for engineering and synthesis. See materials. |
| MRP | Module Reinforcement Package — soaks module damage; GMRP is the Guardian variant. See modules. |
| Optionals | The non-mandatory internal slots — cargo, shields, SCBs, scanners and the rest. |
| Pin / Pinned Blueprint | Pinning an engineer's blueprint to apply G1 rolls remotely at any workshop. |
| Reverb Cascade | An experimental effect that damages a target's shield generator directly. |
| Synthesis | Field-crafting ammo, fuel, AFMU refills and SRV repairs from raw materials. See materials. |
| Tech Broker | An NPC who unlocks Human and Guardian tech modules for materials plus commodities. See modules. |
| Thermal Vent (TV) | A beam-laser experimental effect that dumps heat — the enabler for cold builds. |
| Utility Mounts | Small external slots for chaff, heatsinks, scanners and point defence. |
| Material Farm | A repeatable location for grinding materials — e.g. Dav's Hope, Crystalline Shards, the Jameson Crash Site. |
The long black — scanners, body classes and the genetic-sampling trade. Deep dive: the exploration playbook.
| Term | Meaning |
|---|---|
| Beagle Point | An iconic system near the far galactic rim, ~65,000 ly from Sol — a deep-range pilgrimage. |
| The Black | Slang for uninhabited deep space — everything beyond the Bubble's lights. |
| Codex | The in-game discovery log; the first to log a species or feature for a region is credited. |
| DSS / Detailed Surface Scanner | A module that maps a body's surface and pinpoints bio/geo signals for bonus credits. See exploration. |
| ELW / Earth-Like World | A rare, high-value Earth-like planet class (a natural Earthlike Body, distinct from terraformable worlds) — a prized scan. |
| Exobiology | Scanning surface flora (three samples per species) and selling the genetic data. See exploration. |
| FD / First Discovered | Being the first commander to scan a body — your name attaches to it. |
| First Footfall / First Mapped | Being first to land on or map a body. First footfall stacks a sizeable bonus onto the exobiology sampled there. |
| FSS / Full Spectrum System Scanner | The in-system scanner used to resolve every body and find signal sources. See exploration. |
| HMC | High Metal Content world — common and material-rich, a reliable surface-prospecting target. |
| Sag A* | Sagittarius A*, the supermassive black hole at the galactic centre — the symbolic core destination. |
| Tourist Beacon | A scannable POI describing a historical or lore event. |
| Vista Genomics | The station contact that buys exobiology genetic samples. See exploration. |
| WW / Water World | A high-value ocean planet class. |
Factions, influence and the weekly cycle. Deep dives: Powerplay · BGS · superpower rank.
| Term | Meaning |
|---|---|
| BGS State | A minor faction's current condition — Boom, War, Famine, Lockdown and the rest — driving its markets and missions. See BGS. |
| CC / Command Capital | Powerplay's per-cycle budget resource for controlling systems. See Powerplay. |
| Cycle | Powerplay's weekly reset (Thursday), when merits, control and undermining tally. See Powerplay. |
| Empire / Imps | The Imperial superpower and its aligned players and NPCs. See superpower rank. |
| Federation / Feds | The Federal superpower and its aligned players and NPCs. See superpower rank. |
| Fortify / Undermine / Expand | The three core Powerplay actions on controlled and contested systems. See Powerplay. |
| Influence (INF) | The percentage stake a minor faction holds in a system — the lever BGS players push. See BGS. |
| Merit | Reward points earned for Powerplay actions, gating module access and standing. See Powerplay. |
| Pledge | Committing to a Power to earn merits and unlock its modules. See Powerplay. |
| Power | One of the named galactic leaders you pledge to in Powerplay (Aisling Duval, Zachary Hudson and others). See Powerplay. |
| Powerplay Module | A pledged-Power weapon or module — e.g. Prismo (Prismatic Shields), Paci (Pacifier Frag Cannon), Hammer (Imperial Hammer), Grom Bomb (Containment Missile). See Powerplay. |
| Tick | The roughly daily BGS update when influence and states recalculate. See BGS. |
Where commanders dock, scan and get shot at. Deep dives: docking · PvE venues · combat zones · colonisation.
| Term | Meaning |
|---|---|
| CNB / Compromised Nav Beacon | A nav beacon overrun by pirates — a combat and scan site. See PvE venues. |
| CZ / Conflict Zone | An active battle site between two factions; pick a side for combat bonds. See combat zones. |
| HazRES | Hazardous Resource Extraction Site — best bounties, no system-security backup. See PvE venues. |
| HighRES | A high-intensity RES with system-security support on hand. See PvE venues. |
| Hotspot | A ring overlay marking concentrated mineable material (Painite, LTD and the like). See mining. |
| Mailslot | The letterbox entrance to an enclosed starport. See docking. |
| Nav Beacon | An in-system POI at the main star that downloads system data on scan. |
| Outpost | A small orbital port — medium pad maximum, no large ships. See docking. |
| POI | Point of Interest — a surface or space location worth investigating. |
| RES / Resource Extraction Site | An asteroid-belt zone for mining and bounty hunting. See PvE venues. |
| Starport | A large orbital station accepting any ship size (Coriolis, Orbis, Ocellus). See docking. |
| Toastrack | The exterior framework around a starport's mailslot — the bit you scrape on a bad approach. |
| USS / Unidentified Signal Source | A transient supercruise contact — cargo, combat, materials or Thargoids until resolved. |
| System Colonisation | Trailblazers-era system claiming: pick an unpopulated system within 15 ly, deploy a Colonisation Beacon within 24 h to become System Architect. See colonisation. |
| Exclusivity Period | The anti-sniping window on a new colonisation build site: yours alone for ~30 min, then your squadron for ~24 h, then open to all. Solo builders should form a one-person squadron. See colonisation. |
The slang names for the fleet, each linked to its dossier. Full picks: ship-role matrix · rating methodology.
| Term | Meaning |
|---|---|
| AspX | Asp Explorer — the classic mid-range explorer. Dossier. |
| AspS | Asp Scout — the cheaper, weaker sibling. Dossier. |
| Chally | Alliance Challenger — the tankiest of the Alliance trio. Dossier. |
| Chief | Alliance Chieftain — the agile AX workhorse. Dossier. |
| Conda | Anaconda — the long-serving big-three multipurpose hull. Dossier. |
| Corvette / Vette | Federal Corvette — the Federal capital-grade combat ship. Dossier. |
| Cutter | Imperial Cutter — the Imperial flagship, fast and huge. Dossier. |
| DBX | Diamondback Explorer — the cold, long-range budget explorer. Dossier. |
| DBS | Diamondback Scout — the small, cool combat hull. Dossier. |
| FAS | Federal Assault Ship — the hard-hitting Federal medium. Dossier. |
| FDL | Fer-de-Lance — the dedicated dogfighter with a huge hardpoint. Dossier. |
| FDS | Federal Dropship — the Federal medium combat/transport base. Dossier. |
| FGS | Federal Gunship — the turret-heavy Federal brawler. Dossier. |
| Krait / K2 | Krait Mk II — the versatile multipurpose favourite. Dossier. |
| Phantom | Krait Phantom — the long-range exploration variant of the Krait. Dossier. |
| Python | Python (Mk I); PMk2 is the newer Python Mk II. Dossier. |
| Sidey | Sidewinder Mk I — the free starter ship. Dossier. |
| Suicidewinder | Using a cheap Sidewinder to self-destruct back to the Bubble — a fast (if undignified) trip home. |
| T6 / T7 / T9 / T10 | Type-6 Transporter / Type-7 Transporter / Type-9 Heavy / Type-10 Defender — the Lakon haulers and the T10 gunship. Type-9 dossier. |
| Vulture | Vulture — the small, agile heavy fighter. Dossier. |
| SLF | Ship-Launched Fighter — a small craft deployed from a fighter bay. |
| SRV | Surface Recon Vehicle — the Scarab or Scorpion surface buggy. |
| FC | Fleet Carrier — a player-owned capital ship and mobile base. See fleet carrier. |
Leaving the cockpit — suits, tools and the settlement loop introduced by Odyssey.
| Term | Meaning |
|---|---|
| Apex Interstellar | The on-foot shuttle / taxi service for getting around without your own ship. |
| Artemis Suit | The exploration suit, built around the Genetic Sampler for on-foot scanning. |
| Concourse | The walkable interior hub of a station — bar, vendors, mission board. |
| Dominator Suit | The combat suit — extra weapon slots and grenade capacity. |
| Energylink | An on-foot tool to power or drain settlement devices and recharge them. |
| Frontline Solutions | The sign-up vendor for on-foot Conflict Zones — mercenary infantry work. |
| Genetic Sampler | The Artemis-suit tool used for on-foot exobiology sampling. |
| Maverick Suit | The scavenger suit — Arc Cutter and the biggest backpack, built for settlement raiding. |
| On-Foot CZ | An on-foot Conflict Zone — a settlement infantry battle between two factions. |
| Profile Analyser | An on-foot tool to clone access permissions from NPCs for restricted areas. |
| Settlement | A planetary surface base you explore, raid or defend on foot. |
| Flight Suit | The default starter suit worn in the cockpit — no upgrade slots. |
Reading the cockpit — panels, pips and the units on your readouts. Deep dive: HUD colours.
| Term | Meaning |
|---|---|
| Auto-Dock | A module that auto-docks and launches the ship for you. |
| Codex (UI) | The in-game discovery and knowledge database panel. |
| GraphicsConfig / HUD Matrix | The XML colour matrix used to re-tint the HUD. Full walkthrough: HUD customisation. |
| HUD | The Heads-Up Display — the whole cockpit interface. See HUD customisation. |
| kCr / MCr / GCr | Thousand / million / billion credits. |
| Mm (Mega-metre) | A distance unit of 1,000,000 m, used at close in-system ranges. |
| Panels | The four cockpit UI panels: Nav/Target (left), Comms/Contacts (top), Internal/Systems (right), Role (bottom). |
| Pips (UI) | The SYS / ENG / WEP power bars in the bottom-left panel. |
How commanders actually talk. These are community usage, not official Frontier nomenclature.
| Term | Meaning |
|---|---|
| o7 / o7o | The salute emote — "o" is the head, "7" the raised arm. The standard friendly sign-off. |
| <o / <0 / ZO | Alternate salute variants typed in chat. |
| Fly Safe | The standard community farewell. |
| Git Gud | A tongue-in-cheek "improve your skill" reply, mostly from the PvP scene. |
| Grind | Repetitive activity for rank, credits or materials. |
| Murderwinder / Murder-X | A cheap, stripped hull built purely to gank. |
| Noobula | Slang for the new-player restricted starter region. |
| Salt | Community term for player frustration or complaint, especially after a gank. |
| Space Legs | Community nickname for on-foot / Odyssey gameplay. |
| Thargoid Hug | Sarcastic term for being caught in caustic / Thargoid damage. |
The apps commanders run alongside the game. Full directory: third-party apps.
| Term | Meaning |
|---|---|
| Coriolis / EDSY | Browser ship-outfitting planners — design a build, share it as a URL. See third-party apps. |
| EDDB / Inara market tools | Trade-route, commodity and station finders (EDDB now folded into Inara). See third-party apps. |
| EDDiscovery / EDMC | Companion apps that read your journal for exploration and market data. See third-party apps. |
| EDSM | Elite Dangerous Star Map — the crowd-sourced system and exploration database. See third-party apps. |
| INARA | The community hub — profiles, market data, engineer and material references. See third-party apps. |
| Journal / Player Journal | The local log file Frontier writes that every third-party app parses. |
| Spansh | The dominant route plotter — neutron highway, exobiology, road-to-riches. See third-party apps. |
Definitions on this page are verified against the references below; era-sensitive terms (SCO, Titan/Maelstrom war-state) are flagged in place.