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XReality Group (ASX:XRG) Change In Inventory : A$0.00 Mil (TTM As of Dec. 2023)


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What is XReality Group Change In Inventory?

XReality Group's change in inventory for the quarter that ended in Dec. 2023 was A$0.00 Mil. It means XReality Group's inventory stayed the same from Jun. 2023 to Dec. 2023 .

XReality Group's change in inventory for the fiscal year that ended in Jun. 2023 was A$0.00 Mil. It means XReality Group's inventory stayed the same from Jun. 2022 to Jun. 2023 .

XReality Group's Total Inventories for the quarter that ended in Dec. 2023 was A$0.03 Mil.

Days Inventory indicates the number of days of goods in sales that a company has in the inventory. XReality Group's Days Inventory for the quarter that ended in Dec. 2023 was 7.90.

Inventory Turnover measures how fast the company turns over its inventory within a year. XReality Group's Inventory Turnover for the quarter that ended in Dec. 2023 was 23.11.

Inventory-to-Revenue determines the ability of a company to manage their inventory levels. It measures the percentage of Inventories the company currently has on hand to support the current amount of Revenue. XReality Group's Inventory-to-Revenue for the quarter that ended in Dec. 2023 was 0.01.


XReality Group Change In Inventory Historical Data

The historical data trend for XReality Group's Change In Inventory can be seen below:

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.

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XReality Group Change In Inventory Chart

XReality Group Annual Data
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Change In Inventory
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XReality Group Semi-Annual Data
Jun14 Dec14 Jun15 Dec15 Jun16 Dec16 Jun17 Dec17 Jun18 Dec18 Jun19 Dec19 Jun20 Dec20 Jun21 Dec21 Jun22 Dec22 Jun23 Dec23
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XReality Group Change In Inventory Calculation

Change In Inventory is the difference between last period's ending inventory and the current period's ending inventory.

Change In Inventory for the trailing twelve months (TTM) ended in Dec. 2023 adds up the semi-annually data reported by the company within the most recent 12 months, which was A$0.00 Mil.

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.


XReality Group  (ASX:XRG) Change In Inventory Explanation

1. Days Inventory indicates the number of days of goods in sales that a company has in the inventory.

XReality Group's Days Inventory for the quarter that ended in is calculated as:

Days Inventory=Average Total Inventories/Cost of Goods Sold*Days in Period
=0.0325/0.751*365 / 2
=7.90

2. Inventory Turnover measures how fast the company turns over its inventory within a year.

XReality Group's Inventory Turnover for the quarter that ended in Dec. 2023 is calculated as

3. Inventory-to-Revenue determines the ability of a company to manage their inventory levels. It measures the percentage of Inventories the company currently has on hand to support the current amount of Revenue.

XReality Group's Inventory to Revenue for the quarter that ended in Dec. 2023 is calculated as

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.


XReality Group Change In Inventory Related Terms

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XReality Group (ASX:XRG) Business Description

Traded in Other Exchanges
N/A
Address
123 Mulgoa Road, Penrith, NSW, AUS, 2750
XReality Group Ltd is engaged in building immersive XR products and experiences. Its product portfolio includes physical and digital simulation used across the enterprise, defense, and consumer markets. The company has expanded its simulation portfolio from indoor skydiving to include out-of-home virtual reality entertainment, defense XR training, and XR software development. The three segments are Entertainment, Enterprise, and Corporate.

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