Can Software Schedules Be Estimated?
"A recent academic paper Large Limits to Software Estimation (ACM Software Engineering Notes, 26, no.4 2001) shows how software estimation can be interpreted in algorithmic (Kolmogorov) complexity terms. An algorithmic complexity variant of mathematical (Godel) incompleteness can then easily be interpreted as showing that all claims of purely objective estimation of project complexity, development time, and programmer productivity are incorrect. Software development is like physics: there is no objective way to know how long a program will take to develop."
Lewis also provides a link to this "introduction to incompleteness (a fun subject in itself) and other background material for the paper."
There is only two type of software schedules
1) As long as it takes.
2) Take your best estimate , and double it and add 5 or something....
It prefer the as long as it takes. Other wise you end up with something like Windows Me.
Cruise TT
The majority of Slashdot readers are students without any notable software engineering experience. Sure, not everyone here fits this description, but it's certain that there will be lots of hearsay, what-my-professor-told-me responses, and misguided personal theories based on blind idealism.
Software development is not a science in the normal sense. Designing large software systems is an art. It cannot be pigeonholed. Stroustrup has a lot to say about this when he describes the 'interchangable morons' concept in the 2nd edition C++ book.
Anyway, read Death march by Ed Yourdon, and the mythical man month by fred brooks, and antipatterns, any time someone asks you for an estimate say 'two weeks' and then bullshit from there on.
That is how it works in the real world. The numbers are essentially meaningless, but the bean counters and suits have to justify their existance somehow :-)
Can you imagine asking Linus when 2.5 will be ready ?
Because anyone who does know about software engineering is working his ass off trying to claw back some time on his 3 year late project ;-)
I think a relavant tangent to this is how developers view themselves. In the "professional world", many of my peers view themselves as "artists", meaning that they can't code unless the mood strikes them, their work can't be rushed, etc. The other camp (myself included) believes software development to be a creative process, which requires some time for the creative process, but shouldn't dominate.
But, this probably mostly applies to professional software development, not academic/government-type work.
ACHTUNG! Das computermachine ist nicht fuer gefingerpoken und mittengrabben. Ist nicht fuer gewerken bei das dumpkopfen.
can anyone say tribes 2?
I regularly try to estimate my time, and come in at 1/2 to 1/3 (or worse) of the actual time to complete the task, even when I try to take into account the 2x or 3x factor! There are just too many factors involved (for example, your development platform crashes and takes a day to rebuild and get up to speed). Or the problem is more complex than it looks on the surface -- alot of the time you never really understand whats involved in the project until you dig into it.
But of course the client doesn't understand these things, so when you submit a proposal for 3x what they expected it to cost they freak out. So you submit for 2x what you estimate and hope they will understand when things take too long .
Remember Lexington Green!
How long could it possibly take? No more than three days? 3*2=6 ... 6+1=7 ... 7..days..no..WEEKS. Yes. That's the estimate.
Two weeks? No, make that five months!
This is mostly joking, but if you have people changing the specifications while you are writing the code, it can indeed happen.
PHB:"When will it be done?"
Me:"It's been done twice already, but now it's done for the third time. Unless you change the specification again..."
PHB:"Didn't anyone tell you?"
Uh-huh.
As they say, the first 95% of a software project takes 95% of the time.
And the remaining 5% of the project takes another 95% of the time.
--
Mod up a post Rob doesn't like and you'll never mod again
I see software development as solving a mathematics problem, Can you estimate the length of time it would take for you to solve a problem? prove a theorem? I don't think so. Hence no! The problem is that many people are still reinventing the wheel. It is very hard to imagine that 99.9999% of the software that will be written tomorrow are revolutionary. They are nothing more than evolutionary, thus they should be grab libraries/routines for a good chunk of 80% of the code and tie it together. But such doesn't happen...
------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
Now when it comes to the actual work, forget it. Unless your project management is extra tight, which is unlikely from all the places I've ever seen, you will have too many unknown variables, such as:
- That hot new developer you just hired turns out to be clueless
- The specs were badly written, or your customer changes the specs mid-project
- You can never factor in testing time properly (Trust me, I'm a tester). See below.
Especially when it comes to testing, too many project managers think you can just say "Oh sure, a twenty page testplan for that module will take one person three days. So we'll allow two weeks of testing per build, at three builds" This is total BS, because frankly, you won't know how many bugs are in the product, and therefore how many builds it will take to test the product, until you actually test it.Sure, you can get an estimate, maybe to about 30% of the actual time it will take, about 60% of the time. Its certainly an inexact science though.
The reason that software development timetable "estimation" (guess is a better word) is so often wrong is that quite often you are not given enough information about the projecto accuratly pin down what your milestones are much less your final delivery date.
To accuratly plan a software release you must have the project, and all it's complexities and nuances down COLD. otherwise you are not giving an estimation, you are giving a guess based upon incomplete knowledge.
The question becomes, do or, can you, know the complete details of the project? In this, software development is NOT like manufacturing, but more like home construction.
Think about it.
Bugs Bunny was right.
Very large and complex projects do get completed, sometimes even on-time/on-budget. Examples include skyscrapers, nuclear submarines, aircraft carriers, power plants (whether conventional or nuclear), oil refineries, B-747/A-320, etc. And all of these systems nowadays have a software component as well.
So the easy response is that bad management in general, and bad project management in particular, is responsible for software project failures. While this is no doubt true, the next question has to be, why do software projects have such bad project management?
I don't have a good answer, but one thing that occurs to me is the lack of a fixed endpoint. When an oil refinery ships its first load of POL, it is complete. When an aircraft carrier launches its first plane, it is complete. But the amorphous and mallable nature of software means that it is hard to define an exact endpoint, and very hard to avoid changing the definition of the endpoint as the project proceeds. So things keep "creeping" along until disaster occurs.
sPh
have resonably predictable schedules. Badly managed prjects don't. Mozilla is badly managed. hence, it is very. very, very late.
Yes, you can guess how long it could take, and no, there is no formula for it. I can have a great day and produce 10x as much as usual. I can be lucky and my first guess of how to do it is correct, or I can take the wrong one and loose a week. You might predict for some kind of generic person, but I know for experiences that there are very large differences between how fast different people produce code/documents etc.
So it's all a loss? Nope, but you have to remember that it's not an exact science. It involves replanning, knowing your work force, letting the work force plan on their own, more replanning, experince, guesses, and whatever it takes. Honesty is also high up on the list, and not trying to do huge amounts of work in one go. Heck, there is so much about this subject that it would ages to describe them. My suggestion is, go out in reality, work, and learn.
Straightforward implementation, no matter how complex, can be scheduled accurately. Developing new technology cannot.
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This article is also at K5. In fact, it's the same article. If you want to get comments from two different places, then please post the article at one place, and post a link to it at other places.
Best Slashdot Co
When making estimates, people tend to sweep under the carpet, or simplify the things they don't know, but can be quite accurate estimate the things they've built before. That's why really large project fail so badly, because every single person involved im the project has many more unknowns than known things to deal with.
So, never say "How hard can that be?" before having coded up a small working prototype.
-- Another senseless waste of fine bytes.
I think that the problem is that "it depends on what you're doing". If you're re-applying for the 100th time the same metodology (= solving the same problem again, with different sugar) or if you're just gluing together pre-cooked solutions, then the process is much like an industrial project. You can make estimates, and only the normal delays will pop up.
On the opposite, if the developement is more like "research", i.e. doing something completely new, designing new solutions to known problems, extending known solution to new problems, then you're in the same boat as the scientists.
There's no way to give a correct estimate, since you don't know the exact procedure which will be followed. And no, "design - code - test" is a bit weak of a process description to be a basis for an estimation.....
Lewis also provides a link to this "introduction to incompleteness" (a fun subject in itself)
I started writing a paper about this topic once, but I never finished it.
-WetDog
You can make an accurate estimation on how long it takes to create a software application by knowing your developers, what needs to be done, and how well they previously worked on projects. Sure there can be set backs, buts thats why its an estimation. It depends on what your making too of course, I don't think you can just set a specific date for something as big as a wordprocessing suite or a 3D game but for something along the line of a website, database, etc. You should be able to fairly accurately base your estimation of past work. Setting deadlines can be great motivators, giving company bonuses for meeting those deadlines are pretty nice as well. If nobody sets a deadline for you then you might never motivate yourself to finish it.
Why do the kids in West Side Story have to join a street gang if they can afford $70 Gap khakis?
My company develops turn-key systems. Sometimes we also develop custom solutions for our customers. Our customer base has increased steadily after the dotcom crash, when we switched from products to services. One of the reasons our customers like us is that we don't bill projects by the hour. We will the project on a fixed price, not to exceed, basis.
The programmers who work with us on a contract basis don't bill us by the hour either. After we have the design and we distribute tasks and prior to submitting the final estimate, we ask contractors to place a fixed bid.
We've done six major projects like this since March, and in all cases we finished within budget and on-schedule, and the systems are currently in production. They are all mission-critical systems running in either robotics environments or high-availability networks.
Our economic motivation is then to do things well and quickly in order to increase our profits. That also enables us to move on to the next project faster than slaving over some customer in order to bill the maximum hours.
As far as development techniques go, we adopted XP earlier on and it's working for us.
Cheers!
Ehttp://eugeneciurana.com | http://ciurana.eu
As a software developer, I would have to say that a majority of the development that I have been involved in or been aware of is of the manufacturing variety. Most business sofware is a DIDO job. Data in, Data Out. Make some fancy forms and reports and you have turned a database into a 'billing' system or what have you. There aren't really any new algorithms needed. Of course, there are a ton of them in use in the database server, the network protocols, etc. But you aren't developing those, just using them.
The reason that estimates are always wrong are *1* unclear requirements, *2* changing requirements, *3* complicated user interfaces, *4* weak focus on testing.
I find *1* to be the biggest difficulty. The prinicipals of a software project like to say things like "Automate timeclock operations" but as a developer, you need *A LOT* of information to do that. When you ask questions like "I understand that you do not want to allow any changes to a pay period after the checks have been cut, but then what are we going to do when travelling workers report their hours late?" Management thinks you are being a pain in the ass, but if you don't get it right, your project will fail.
I agree with taking a realistic estimate and doubling the both the developement and the testing estimates.
there are 2 kinds of people. those who divide people into 2 kinds, and those who don't.
There are four parameters to a software project:
- Quality
- Quantity
- Deadline
- Costs
In a competitive environment with humans involved, up to three can be specified. Not four. Good examples are:
- Many guidelines for managing software projects tell you to reduce quantity when you get near deadline.
- Some customers have a specified budget but really don't know how much software they can get for that money. They prefer to have costs fixed than to have quantity or deadline fixed.
- Sometimes deadline is so important, that costs may 10-double in order to reach that deadline, and quality and quantity may get reduced a lot in order to finish the project.
It is extremely important to realize the meaning of all four parameters before you can talk about estimating project schedules.
Lars.
I think software engineering is more like research and development than hardware engineering. You know what your ultimate goal is, and you can SOMETIMES estimate how long it will take, but usually, you're doing something that you've never done before. So, for large scale projects, it's VERY difficult to estimate with any degree of accuracy how long a software project is going to take.
This is why code re-use is so great. It makes software engineering more like hardware engineering, allowing more of a construction method of building software than a research "how-am-I-going-to-do-this" method.
Like any public forum Slashdot has a wide range of readers, a large number of whom actually work in the software engineering field [myslef included].
Anyway my personal theory based on blind idealism is that it is extremely difficult to get an estimate for completion right; short term goals are fairly easy to predict, because you have most of the information you require to make those predictions, but longer term estimates are much more of a wild guess. I personally thing its a consequent of chaos theory - a butterfly flutters its wings in Brazil and your software project instantly takes another two years! More seriously small errors in estimating components of a large project can induce large errors in estimating the time and resources needed to complete the whole project.
Linux is right with its "release when ready" motto. Since it is impossible to tell when it will be ready over such a wide range of groups and interests, you have to pick your release moments when they happen, not try and force them to happen.
Donte Alistair Anderson Roberts - hi son!
Karma: Chameleon
There are tons of tools and techniques to developing software. Best practices abound in fact. Two things present in every form of good software development are analysis/design and project management. If you do the work in analysis and design you will be capable of building a good estimate.
That's only half the battle. Once a project is underway, keeping scope in check is critical so you need good project management. If you build a great estimate through analysis and design and then throw it out the window when you start writing code, you'll never have a good estimate.
Where do major providers like Microsoft and even Mozilla go wrong? Simple, they either jump in and start coding before they've completely settled on what they're building or they change their mind in development about what they're building. Either way, it screws up delivery dates.
Of course we torture people, we need the information --Gen. Pinochet
That process can be estimated, but I haven't seen an instance of setting hard and fast scheduling rules that has been successful in the long run, unless they had a whole bunch of padding in them to begin with.
The biggest problem I've seen is requirements creep. Most often, you don't have a firm set of requirements to start with. Management and programmers both have a tendancy to view requirements documents and other formal software engineering practices as superflourous. The problem is that without a firm set of fixed requirements, you are always trying to hit a moving target.
Another problem is attitude, mostly on the part of management, but programmers are guilty too. One faulty attitude is that we are conditioned to expect immediate results. There's also a prevaling attitude that there is never enough time to do it right, but there's always enough time to do it over. This leads to undocumented, unmaintainable masses of code that either gets thrown away after a while.
Even worse, you wind up with garbage code that SHOULD be thrown away and re-written from scratch, but winds up getting patched and modified for years. I can't tell you how many times I've had a manager say "there isn't time to rewrite it, just patch it". That would be OK if you are only going to patch it once -- but you wind up patching the same program a half dozen times, and it winds up taking twice as long to do all the as it would have if you had just rewritten it from scratch.
Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
Okay, I finally found an article that I feel the need to reply too.
Writing good code is art-work, but it is not a black-art. If you spend some time upfront to design the system, you should be able to give a good estimate. Don't give me that "but its new technology" bullshit either. Then in your schedule you put a prototyping period in where all you do is write scrapable code (did you happen to catch the word "schedule" in that sentence).
That being said, Yes, I realize that sometimes manangement doesn't/won't give you that time upfront for which you will pay 10-fold in a piss-pour design. I might not be the sharpest knife in the ol drawer, but even I know that.
Basically, the moral of this rant is, just apply good engineering principles and you should be able to create a schedule (ah there is that word again) that you should be able to track reasonably close.
Then every three weeks, you pick enough individually estimated tasks such that the total number of ideal programmer days multiplied by a previously measured velocity equals three weeks. You then say with very good confidence that in three weeks, you'll have finished those tasks. You're virtually always right, once you've got some practice and measurements behind you. If you don't hit the target exactly, you adjust the velocity for the next iteration.
Beyond that, though, any estimates you make are understood to be back-of-the-envelope and not to be trusted. You don't bet the farm on anything you don't really know. And the customers are very happy when you hit the target time after time!
Cantankerous old coot since 1957.
You can develop properly, but you have to design modules with all specified functionality in mind -- no last second adding in "oh yeah, don't forget the login system" or "we're gonna want a WOW display attached to the processing so add in all these hack hooks at the last second into the core engine."
If you need that stuff, design it in from the start. Too many programmers worry about general design to make future expansion easier, while leaving out consideration for real, hard requirements that won't be implemented until later in the project.
And to avoid the problem with really bad bugs that are responsible for the (double it and add 5) estimation, take a little extra time to write exhaustive testing (as far as possible) of each module, indeed each function, to make sure it doesn't do something wrong when given values out of "happy path" input range.
I am for the complete Trantorization of Earth.
where'd you get that idea?
/. readers are programmers and IT people who come here to kill time at work.
i've always thought most
-c
I have discovered a truly remarkable proof which this margin is too small to contain.
I have worked in a couple organizations where schedule estimates are pretty accurate. The key, for these orgs at least, was to follow a structured development model where the requiremenst were well defined in advance. We used the Capability Maturity Model. This methology probably wouldn't work for very small or very large projects, but it works very well for medium sized project.
It's important to note that this methology is independent of programming language, operating system, etc. What is does require, however, is experience. In other words, the longer that you follow the CMM, the better your schedule estimates will be. Also not that everybody related to the progect (System Engineering, Managament, etc.) has to participate. Management in particular has to understand that it is better to have an accurate schedule that ends later than desired than it is to have a schedule that meets the desired end date but that is impossible to meet.
The amazing thing about the CMM is that the higher the rating of the organization, the less stress that the programmers feel when they are doing their work. For me, that makes it all worthwhile.
True but most experienced S/W engineers or Project managers know that most projects slip because of changes to/deviations from the original project spec.
Fixed specs are much easier to engineer than those that continually change. You wouldn't easily engineer a bridge if the river banks kept moving.
I think experienced project managers know how to control the spec rather than the project. (I could be wrong - It's just what I've seen).
"Things that you own end up owning you" - Tyler Durden (via Diogenes of Sinope).
With a few notable exceptions (companies where the developers drive everything - like id, Valve, etc), most deadlines are determined by business people who don't understand all of the business and technology requirements. Then, the development staff are forced to create a schedule that fits into this deadline. That's why you get horror stories of people working 70+ hours a week. Some of this overtime can be attributed to dedication and interest in the work, but more of it can be attributed to people feeling they have to work that much to meet the deadline.
And when the deadline is in jeopardy, most companies will try to cut corners, rather than address the real issue - lack of time. Most deadline changes come much too late.
If all you have are silver bullets, everything looks like a werewolf.
All this adds up to good experience and a good corporate culture. Writing SIMPLE code that morons could debug (and whoever comes after you might just be one) saves tons of time and effort over the life of the code.
Book recommendation: "Enough Rope to Shoot Yourself in the Foot" by Holub has great stuff about simplifying code and reducing uncertainty in software project time estimations.
Time Estimate Uncertainty == Complexity / (ProgrammerCompetence * GoodManagement)
Unitarian Church: Freethinkers Congregate!
It's the same old generic method for disproving something. Reduce it to a formula, and then apply the Theorem of Incompleteness to it. That's the one that demonstrates the fact that no mathematical system can ever fully describe every situation. It doesn't prove that estimates are not workable, but rather that they can never be absolutely perfect.
SW development is still more of an art than a science. That said, I've seen several fairly common causes for late software:
1) Lack of up front planning - too many projects fail to do proper initial planning - specifically defining the problem to be solved, producing detailed product requirements, and a detailed project plan (and then sticking to it).
2) Late (or incomplete) requirements - if you went to an architect half way through home construction and wanted to change the design of a house; you wouldn't be surprised if it fell behind schedule and went over cost.
3) Poor risk management - failure to track dependencies, too many high risk dependencies ("we'll build it on the next OS release, with the new compiler, and that SW package that our start-up partner will finish next month"), failure to make and execute contingency plans.
4) Failure to heed Brook's Law ("Adding software developers to a late project - makes it later.")
5) Failure to have read Deming ("You cannot test quality into a product").
6) General design failures - not assuring that product is scalable, reliable, testable, etc.
7) Failure to place a senior developer on the team that knows about the previous issues.
[Insert pithy quote here]
The best defense I've heard is that "Yes, everyone's estimate will be way off, but they are independent estimates of different pieces of code and when aggregated the standard deviation drops to a reasonable value". IOW, the estimate I pulled out of my butt will be way optimistic, but your estimate will be pessimistic, and it will all cancel out.
There are a few problems with this, rather nice and neat statistical trick:
1) As Michael Milken found out, the observations are not independent -- there are two many interactions between the components being estimated. In Milken's case, he argued that a diversified portfolio or junk bonds would have high yield, low risk charactersitics. Unfortunately, the performance of shaky companies in a market downturn is rather strongly corelated.
2) You need something objective to estimate. In our case, we measured the number of easy, medium, and hard member functions of classes that had to be implemented. See the problem? You need to cast your interfaces in stone, external, and internal ones, right at the start. On simple projects this is easy, but not on hard ones, as much as we all agree it is desirable. There is something called learning from one's mistakes and it will happen with anything novel.
3) This presumes that the design is sound. To ensure this we reviewed and analyzed and studied, and "damnit, you indented 3 spaces instead of 4...", well you get the idea. The closest scrutiny will find the obvious bugs, but not the really tricky ones.
4) This technique does not encourage the one thing that saves you in the face of change -- adaptive and modular design. You make things modular so change affects as little as possible, and you make things adaptive so change is as painless as possible. IOW, you plan for making changes bacause of mistakes. Naturally, this violates (1) above, so it is not permitted. The mantra is "Design it right the first time!" We know that we can get 95% or 99% or maybe even 99.5% of it right, but never 100%.
In the end, sure, we "finished" on time, but, er what was finished didn't work very well, and had to be rescued by the few who knew what was going on. To be fair, the design efforts and documentation helped provide a somewhat modular system, but the really important parts weren't documented -- we had reams of paper describing the "trees", but not nearly enough describing the "forest" as it were.
So, I'm skeptical.
I've heard that these techniques encourage "discipline" and help mediocre programmers contribute acceptable code. Well, where I work now, we have a policy of not hiring "mediocre" programmers. I can dump a suspicious log on someone and be assured that they WILL fix the problem -- I don't have to argue that there IS a problem ("but, the process, the process says this WON'T happen... your log must be a lie...")
You could've hired me.
...the real reason estimating doesn't work is that there's no way to predict how much time programmers will spend reading Slashdot...
Home of
I remember being in my software engineering class in college the day the professor was lecturing on "CoCoMo" (think it stood for "Cost Completion Model").
He very carefully laid out the algorithm - I don't have my textbook handy, but it involved elementary mathematical operations on estimated man hours, estimated lines of code, estimated overhead, etc., then at the end -- and I am not making this up -- they multiply the result by a "magic number".
Where did you get the magic number, oh sage of the ivory tower? Well, we just made it up -- it seems to work.
It hit me then that the whole discipline of estimating cost completion is all bullshit. You might as well be estimating with a crystal ball or divining the future with chicken bones. Since I've been working, the best advice I've gotten so far has been "take how long you think it'll take and double it".
If it ain't broke, it doesn't have enough features yet.
Where I work, we just take any estimate and multiply it by 3 and that seems to be a lot closer to the end result.
Of course that doesn't stop the managers from asking every day, starting on the first day, whether or not the 3 month project you're working on is complete.
You're close, but I think you're maybe even too optimistic.
I learned this about 25 years ago, while at a startup that was trying to build a computer out of the then-hot 6502-class microprocessor. The company tanked, never fully delivering. The smarter folks there (alas, there were not enough common-sense smarts where needed, just comp-sci-smarts always looking for another feature) knew the real Rule of Three:
Take the amount of time you think it should take. Triple it. Then increment the unit of time.
So three days is nine weeks, two months is six quarters.
Double plus one is, well, just too optimistic. Of course there are a lot of people who understand a "rule of three" that forgets to increment the unit, so the rest is just quibbling.
But hey, Microsoft did finally deliver something labeled Cairo (X P)! Lessee, that was due in what, 1995?
And Linux, while ten years old, still manages its desktop (rendering, fonts, etc.) somewhat worse than the Win95 GDI did. Nobody's immune.
...not taking the time to compose complete specifications for software engineering projects... at least that's what I've experienced. Most manager types want estimates without putting any work into it, which is when you run into BIG problems (BIG underestimates). The thing is, there is quite a bit of work that has to be done in order to even have an educated guess. Customer specifications, developer specifications, test planning, etc. Once these things are considered and drawn up, it forces you to consider the unforseen, and plan for the unforseen.
Unfortunately, I personally have never met a manager type that will allow you to put time into a project they don't know will be profitable or not.
"I have no special gift, I am only passionately curious." - Albert Einstein
When you construct a house or a power plant, you are in a business with subcontractors, that can take some of the risks. It is generally accepted to set a fixed price, because the procedures that are involved, are mostly known.
In software, however, most projects do not rely on known procedures. It is fairly easy to estimate the costs of creating 1000 different window layouts, which is a known procedure, but it is a very difficult task to estimate the costs of implementing the layouts.
If software would use as much energy on estimating each new task as construction projects did, developing software would be extremely expensive. Just imagine that you had to do a while-loop according to an ISO standard, and another while loop according to another ISO standard, because the two while loops were in different functions that were categorized differently by a third ISO standard. Instead we hire a bunch of programmers and make them program themselves. Sometimes we do it a little more complicated, like Open-Source, Xtreme Programming etc., but it's still a bunch of programmers hacking around.
The trick is to manage it anyway - and that's why managing software projects will always be risc management and not very predictable.
Lars.
In my experience, the ability to give an estimate as to a timescale is extremely useful when it comes to planning. When a knowledgeable person asks how long a problem will take, I'm taken to one of these options:
I have found I've got better at my estimates as I become more experienced... I've also learned that using terminology like "a few
I've being working on large mostly web based applications for the past five years. There are always problems with timelines for software design and development, but I must say that most of the problems I've seing are not actually related to computer science. Whenever the task of time allocation is done by a marketing person, the times are wrong. When I get into the room with a couple of other developers, look at the problem that is set for us from the very beginning, from basically the reasons why this application is developped and who the users are to the point where we have to understand the datamodel, the time assignment exercise becomes much more clear. For a person with experience, it should be possible to estimate time for a task if this task resembles some of the person's experiences in the past. Of-course everything new has new risks associated with it, that is why you must always allow some slack for every specific task within the entire project. It also helps if you know who your developers are and if you have seeing these people at work before.
You can't handle the truth.
On the other hand, a poorly-planned, creeping-feature project with little engineering and a lot of hacking/coding probably is impossible to predict with any degree of accuracy.
Lead developer, http://wisptools.net
Then, if that was properly done, the rest of the construction should go on schedule.
And don't accept unrealistic timeframe requests...
Accurately, too!
I would dare to say that the first iteration will fall within about a 2 sigma error margin. That is, your first estimate on your first major program will have a bit of variance in it.
It is a matter of obtaining the correct measurements of performance, time, and complexity for the project.
After the first iteration, accurate estimations can be performed rather easily.
No secret at all, really. Good metrics, a clear understanding of the problem space, and strong control (i.e. exacting configuration management) lead to a successful, well run program.
Quick example:
My customer wants me to design a fault tolerant, web-based acquisitions program to manage a 5,000 employee company's transactions. All of this is via an intranet. (the problem really doesn't matter. I just thought I would toss it in to give "details" people something to think about)
1. Determine problem statement/space.
Get the details! Determine the business-level requests. Brainstorm and develop a document listing the details (implications) of the problem.
Present to the customer. Iterate until problem is completely defined.
2. Draw on previous experience to determine approximate complexity of code. This can be tough, as complexity can be hard to factor. Look at the interactions, locations of system fault, probability of fault, and cross-cutting concerns in system usage.
3. Leverage step 2 with previous metrics, such as source lines of code (SLOC), to make a first order estimation on total code to be produced.
4. Combine SLOC estimate with pre-recorded employee productivity (SLOC/{week,month} as well as error rates (#bugs/{1k,10k}SLOC), to determine the length of time to produce the working product. Note that the above metrics usually include test, demonstration, verification and validation time.
Factor in SLOC conversion rates if the application language differs from the baseline. (e.g. C->Java 1.3, JAVA->C++, ~1.0, Ada->C++ 1.2, cobol->C,...etc)
5. Determine the migration time, if applicable, to move the customer's current base to the new product.
6. Determine amount of time to distribute and train the customer for the new product.
7. Roll numbers in, mix, and viola: you have your numbers for development of a project.
Note that none of the above mentions product life cycle support and the like.
IEEE J-STD-016-1995 is a good source for software life cycle process.
-D
Any estimate of development time is a prediction of the future, and thus always subject to the impact of unforeseen events.
Nevertheless, it is possible to estimate many aspects of development, especially if there is a track record of similar jobs.
But . . . it seems to be in the interest of the developer, most of the time, to underestimate development time and cost. That way, you get the work. Too long or high estimates (even if honest) scare people away. Once the commitment is made to a lowball estimate, and time and money sunk, the organization doing the commissioning is to some extent over the barrel, and will have no choice but to accept some (sometimes substantial) delays and overruns.
The moral, I think, is don't rely on an estimate given by the people who are going to do the development.
Works very well.
You have a shippable system every 2-4 week cycle.
Each new cycle nets more features.
...you need a lot of experience and a lot of delayed projects on your shoulders. I think about the project, make some blocks, an idea of how it should work, then I say "Uhmmm... that's 1 month". Here i don't use de 2x or 3x. I take that number for the mean delay of the previous projects. I call that number the "Engineers Optimisic Index" (Or pessimistic, i alweys underestimate the times). Thet there are a crucial factor that is the part of the year the project must be done. In summer I add a factor of 1.5, in winter 1, an some number between in fall and spring depending of how i see my workers.
I have a more controlled delay, but the problem is that most of my customers doesn't accept the prize rise. No problem, at last I know how munch it will be delayed, and I have a lot of time to prepare two or more excuses.
WRT software schedules - seldom has so much crap been written by so many for the benefit of so few.
The problem is that the term "software schedule" is too wide a field to say anything meaningful about it. If you want to estimate how long it will take to put together a customized ecommerce web site, and the organisation has already built 5 of them, there is no problem. If you want to solve some problem that hasn't been solved before, it could take a week or a hundred years. Recognising the difference between these two cases is less simple than one might expect. And, if there's genuinely no novelty in the problem one should not be writing software at all. Someone should just write an application to solve that general class of problems.
People get unstuck when they break the problem down into small chunks and then guess a number on each chunk. Often the initial decomposition misses crucial interactions and needs to be refactored later on. This is a bit like answering the problem about how long is a piece of string, by saying - well the string eginning, a middle and an end, I estimate each piece is 5 inches long, so the string is probably about 15 inches long. Unless the breakdown has brought genuine insight into the unknown aspects of the project, the estimate it provides is worse than useless. However, since one can then stick things out in MS project, print out pretty GANT charts, etc, this estimate is given more credence than a number generated by just reading the spec and making an educated guess.
Part of the problem is that it's described as software engineering. Then we get all sorts of morons saying: civil engineers can tell us how long it will take to build a bridge, the problem must be that software engineers are unprofessional or that the subject is in it's infancy - things will improve. No, they won't, for the same reason that mathematicians couldn't tell you how long it would take to solve Fermat's last theorem.
http://rareformnewmedia.com/
Works well for me.
A mathematically rigorous examination will show that predicting development time is impossible since it's impossible to predict how interesting Slashdot will be and how much time will be spent there.
Terrorists can't threaten a country's freedom and democracy. Only lawmakers and voters can do that.
Well it's nice to see that there's at least some benefit to the CMM. Several empirical studies have to date found little evidence that an organisation at level n+1 produces products which are any better than one at level n. The reason why these things don't work too well is that they assume that producing software is like cranking out cars. Perfect the process and you produce consistent-quality cars each time. The problem is that software is produced by cloning the result of a one-off product of the programmers' creativity, so methodologies like CMM and related process-based techniques are doomed to failure (or at least lack of success) because software engineering isn't like any other type of engineering process.
I'm a developer with about 8 years of professional experience. I can say that, in those 8 years I've been involved in 4 or 5 BIG projects. Of those, one was estimated accurately. It happened one stormy night .....
We (the engineering team) did not give an estimate for code completion until after a significant amount of design was complete, and we knew where the high risk areas of the project were (FYI, this was a major revision to a shipping product, 1.0 to 2.0 kind of thing).
We broke down the work to be done into as many discreet tasks as possible, and found all the risky and dependant tasks and carefully reviewed each one, including proof of concept coding (which we got management approval to throw away).
We then estimated the development tasks (including more detailed subsystem design and all development tasks, along with testing and documentation). These estimates were done by the developer(s)/testee(s)/doc folks who would be doing the work.
We then aggressively kept track of our progress, and attacked any slippage immediately. We had testing in place from the first month (including nightly build and smoke tests, etc). We did not have many meetings for meetings sake, but everyone had ownership in the schedule, everyone re-factored as needed (ala XP), everyone concentrated on beating down risk, and we had a team that worked well together.
All in all, I think this 12 month project was successful for several reasons: 1) We treated it as a very complex thing, which it was. 2) We attacked risk immediately. 3) We kept an eye on the schedule, and 4) We got lucky. 5) Marketing requirement changes were few, and the schedule impact was examined before acceptance/rejection.
Luck is not to be discounted. We managed to identify all of the really risky parts and not get surprised by any odd things (considering we were writing for new technology).
Overall, I'd say that parts of the software process can be estimated accurately. It is important to distinguish design from development work. That is, don't try to schedule the wandering, brain draining, R&D-esque part of development, it's too spasmodic. But, make sure to give it enough time, because if the design bits leak over, you're in trouble. And, this will happen, so spot it and account for it immediately.
C8H10N4O2 | Developer > Code
Knowing, in general terms, what the demographics of Slashdot readership and postership (?) is would be a very useful thing.
This is a subject that really irks me in light of the conventional "Software Engineering" mindset. Most of SE nowadays seems to be aimed at making software projects as predictable as possible, as if they were like civil construction projects. The fact of the matter is that they are not like building projects... If we conform to the doctrine of software re-use, on of SE's central tenants, we should never have to re-write a piece of software, so we will never know what the complexity of the related problems are until the project is finished. Software has nothing to do with engineering- it is more like original composition, like writing a symphony or novel, except that it also has a constraint for rigorous correctness. Physics is a good analogy for that.
--WH--
With proper planning the duration of a software project can be estimated with very high defree of accuracy. The problem is that proper planning itself may take as long as 50% of total project time.
In case of manufacturing, the process is known. Proper planning was done in advance, when the manufacturing process was developed.
In case of physics one has to solve the problem before he would know how complex it is. Proper planning is the process.
Basically, stick to projects you understand and planning should be a piece of cake.
I keep a magic eight ball at my desk for project estimation.
BOSS: We need an wiz-bang feature added for customer XYZ, pronto! Give me an estimate.
ME: Oh, magic eight ball, can this feature be completed in 6 months?
8-BALL: The future looks cloudy.
ME: Oh, magic eight ball, do we assign more than 5 people to this project?
8-BALL: It seems likely.
ME: Oh, magic eight ball, will I get a bonus if the project is done on time?
8-BALL: No freakin' way.
"He was a wise man who invented beer." -- Plato
I agree entirely. My software engineering class involved an overview of various estimated tools and it was all BS. The systems used lines of code as a metric. What a joke. I remember the magic number, which is just a way of them reverse engineering on historical data. The bean counters are desperate for a way to understand programmers without knowing a line of code.
-- Solaris Central - http://w
If you're writing your Nth application according to a familiar pattern, e.g., the Nth order-entry system, you can probably estimate the time-to-completion fairly well based on past experience.
Otherwise, there's only one approach that really makes sense: recognize that development time is limited and do the important stuff first. That is, begin by implementing the simplest possible version of the application that does something of value, and then add features one-by-one in order of importance. When the inevitable dead-line comes, you'll have a product that may not do everything you'd like, or do it in the flashiest way, but which will give as much value as possible to its users given your time constraints.
And if you have time to do this iteratively, so much the better, as you can get course corrections in midstream.
I'd have to agree with this. There are two major problems, the first being that the users don't really know what they want and the second being that almost always, the problems being solved are new problems, and therefore it's difficult to know what solution will best solve the problem.
The real problem starts when a project gets delayed, and none of the developers are willing to tell any other entities because of pride, ego, etc.
So the marketing people keep preparing for product launch, or the sales people are selling vapor-ware, or the support people are saying the fix is 'right around the corner' and the customers and end-users are screaming for their software all because the developers did not update them on the timing.
Ultimately the project will be released too soon because of the lack of communication and the bugs will cause another rapid release, and the cycle continues.
And yes I do believe that X-Programming addresses these problems the best.
Scenerio 1:
Q: It has to do *this*, how long?
A: X days (Not very accurate)
Scenerio 2:
Q: Find out what it has to do, spend TIME specifiying it, then tell me how long.
A: X days (Can be very accurate)
The Problem I (10+ yrs pro developer) keep running into, is that you figure out what it is to do, specify it very well, and then as you start developing it and delievering pieces for review, that specification is changed and you are plopped solidy back into Scnerio 1. Worse is when you think you're done, and begin QA and get SLAPPED back into Scenerio 1... or even Scnenerio -1 where you are trying to hack your guess at how it works into how it really should work.
M@
Krispy Cream is people
I'm not saying the majority of Slashdot readers are professional developers, but don't judge the readership on the first-posters.
That aside, my experience in software development (only 3 years) ball parking (1-3 days, 1 week-3 weeks, 1 month-3months) is usually possible, but tends to become wildly inaccurate beyond a few months. Regardless of what methond we use to determine timelines, some things always seem to slip, while others take a fraction of the expected time.
The book, the Mythical Man-Month, addresses this issue... it's a good read, I reccomend it. Actually, I think there's a slashdot review of it...
I like to make use analogies to think about the problem of SW engineering. If I were building a house I might select a site to build the house, and have an architect draw up some blueprints. After the blueprints existed, I would probably find a builder. The builder would look at the scheduling of his crews, and my blueprints, to come up with an estimate of when the job would be done.
As actual building progresses it is easy for all involved to get a very intuitive idea of how things are coming. Has the basement been dug yet? Is the foundation in? Rough framing been done? Roof? Wiring? Plumbing? Dry wall? Flooring? finish Molding? Painting? Siding? A 10 year old could probably tell you with some reasonable amount of accuracy how the job was coming and how soon things would be done.
In SW, it is often very hard to get a realistic clue on how well things are coming. A GUI might exist, with no real computing implemented behind it. Or the opposite might be true. The software might handle a small file, or a low rate, but not meet operation requirements. You have to have very clearly defined requirements, design, and implementation plan. and then take the time to actually determine how well the implementation is coming along. This can take a lot of time. Often the developer is left to report status with nobody double checking. Often the requirements, design, or implementation plan are poor. This make it even harder to determine progress.
If my house was 50% complete and I decided that I really wanted a 2 story colonial instead of split level ranch, every one involved would easily recognize that this was a major revamp, and would probably mean starting from scratch. It would be intuitively obvious that my foundation was no longer the right size, and that the framing would need major revamps, and the first thing to do would be to stop all work and get a new set of blue prints. Probably the existing work would need to be torn down, and we would start from scratch.
In software, since the work is so abstract, it is common to hear of projects where basic requirements and designs are radically changed in mid stream. The Boss doesn't really understand what software is, so he doesn't really know what impact the changing the requirements has.
Since writing software doesn't consume raw materials other than time, people don't' seem to put enough time into requirements, or design. And since no 2x4's will be lost if I call for a major revamp in the SW, people are often willing to call for those major changes in mid stream.
Folks who build houses are mostly skilled trades people who keep close track of their time worked. This gives planners good information for later estimates.
Most SW folks are salaried staff. Often we don't get paid over time. Usually the amount of time it requires to do some work is not well documented. It is often not well documented when people work a lot of overtime to get a job done. This adds to the estimating problem. It took 2 man years to do the work. Does that include over time? Overtime for how many people? A staff of 4 working 6 months on a job probably won't be able to put in as much extra effort as a staff of 8 all working part time for 3 months.
And even home building suffers delays, and miss deadlines, and even cancel projects in mid stream. Isn't there a major road/bridge/ramp project down around NYC that got canceled years ago, resulting in this unused ramp that just ends in mid-air?
Software is infinitely copy-able. If I write it once, I don't need to write it again. many SW projects are really new inventions. It's a new idea. Something that didn't exist before. How long will it take to do this? Don't know. I've never done it before.
Kevin
"They that give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety"-B.Franklin
- Research that the developers must perform in order to get up to speed with the chosen solution, and
- Improper understanding of what is required and how long it will take to implement.
These are related in that both could be solved by the developer/engineer knowing exactly what is required, having a strong voice in the actual budget, and actually being able to break the problem down into easily estimated chunks. More oftent then not it's client service and marketing people making the budget estimate who don't have any clue other then, "Well, this other project cost $x but this one doesn't seem as complex so it will probably cost $y". I think the industry has a huge shortage of knowledgable tech-savvy client service people who are not afraid to talk with the developers before giving an estimate.Oh well, that's my rant for the day.
Save the whales... Collect the whole set.
unless the estimate factors in the time it takes to load /. on any given day * 50 that estimate is no good. (because developers usually spend their time loading slashdot 50 times a day, silly.)
How many times must we revisit this stupid topic?
How do you expect to accurately estimate the time required for a creative work?
Can you accurately estimate how long it will take to write a good novel? A trashy one, perhaps, but what about a good one?
How about a painting, or a sculpture?
They are all creative works, and as such involve some discovery on the part of the creator.
Discovery can take anywhere from 30 seconds to 30 months or more, depending on the size of the project.
We can estimate within about 30-40% how long we think it should take, but barring a crystal ball (for all the stuff that WILL go wrong), it's a guestimate at best.
The time taken for ONE itteration of the software lifecycle will be equal to the "critical path". (A "critical path" is defined as the path that absolutely cannot be reduced in time, because of dependencies on other work.)
Because the bulk of the work has been done, in the prior itteration(s), what you will get is a curve that is tending to a limit. That limit is the theoretical amount of time it would take to produce the optimal program for that specification.
Once you have extrapolated the function, then you can produce an estimate of how long (and how many development cycles) it would take to produce a software component of a given standard.
Note that CPA (Critical Path Analysis) also defines the optimal project team size and structure. No matter how many people you have on a team, you can NEVER produce a program in a shorter time than it critical path.
(ObTrivia: CPA is the computer equivalent of asking the following: If it takes 1 man 60 seconds to dig a post-hole, how long would it take 60 men?)
It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
Ask a sharp programmer to estimate the time to develop a software solution and he might shrug and look irritated. Ask him if 2 weeks will be enough time, and there is an 80% chance he will say "of course" no matter what the task!
Gung-ho programmers are optimists. Couple optimism with the ennumerable factors involved in programming a non trivial application and you will get what we have today.
By the way. I am a programmer and I have little to no confidence in my time-estimation abilities, or anyone elses. It has taken me 14 years to come to grips with that.
--- -- - -
Give me LIBERTY, or give me a check.
just because you've read a uml book or an article by a 'popular' author, does not mean that you have the knowledge to make comments that others could realistically use.
According to my Software Engineering Professor around 90% of all software engineering projects fail. With implementation of UML they are trying to change this. Using UML and a case tool you are able to save a great deal of time by generating code as well as documentation. The one problem with this is the programs to do this are basically, rational rose (~$4000) and Microsoft visio (YUCK). Well I must be off to my 8:00 calc class :)
Peace,
adam
- The requirements were fully understood and detailed ahead of time
- The biggest technical risks were understood ahead of time
The problem is that you can't fully understand the requirements and the technical risks ahead of time, since they can only be fully known by building the software. In the time that it takes to fully understand the requirements and the technical risk, you could have released version 1 of the software, which would be incomplete, and would miss the mark but would be:- A better attempt at understanding requirements and technical risk than armchair analysis
- An actual deliverable that, if you are lucky, might just be valuable to the customer
How many times have you spent 10% of your time on the hard stuff, and 90% of your time on the easy or silly details? Why is the program 90% done for 1/2 the project duration? Why do the requirements and the specs always change? Why does the customer always hate the first version of the program?That's why the open source rule of "release early, release often" is the proper way of doing things in commercial software as well. The emphasis on planning and control makes the difficulty of software development worse that it could be, because it focuses effort on nearly meaningless exercises (business and technical analysis) that don't uncover real risks nearly so efficiently as building working software.
See the agile software development movement for more.
Imagine if Mother Nature worked for a typical business. Asked how long it would take to "manufacture" a human child she replies, "Nine months", to which her manager responds, "Sorry, we need it in three". Three months later, the fetus has barely developed and clearly isn't ready for delivery anytime soon. At seven months, delivery is induced and the child survives -- barely. And there are significant medical complications. Then the CEO blames the manager for delivering a defective product four months behind schedule.
Unfortunately, this is the story of most software projects. People in fact have a realistic idea how long it will really take, but they don't like the answer. Greed (I MUST get to market first!), fear (If I tell him how long it really will take, it'll hurt my career) and ignorance (anything I don't understand must be easy to do) conspire to produce an arbitrary and unrealistic result. And in a futile attempt to meet the schedule many corners, such as requirements analysis and testing, are cut resulting in an unreliable product.
Sure, there will always be nasty surprises on some software projects, but there ought to be a lot fewer of them. In the final analysis, a software project represents a People Problem, not a Process Problem and it's people's shortcomings that lead to a "late" project. If people would be more willing to own up to reality, most software projects would "take about as long as we thought".
People like to compare the software development process to manufacturing. But people also ignore the fact that before manufacturing there is design, which culminates in the first version of the object. Manufacturing produces versions 2 and beyond.
The process of developing software is more like the process of producing the ultimately detailed design. For software, manufacturing is a mechanical process -- duplicating the initial working version.
Now, with this view, ask how often the design for a product is completed on schedule, especially for a large complex product like an airplane (or the Intel Itanium processor :-)). I don't believe (I have no firm data) that the experience is a lot better than the experience for large software projects.
Chris
I would agree that experience improves ones skills at estimation. I wouldn't necessarily assume that this is a benefit or byproduct of CMM or any other methodology. It's simply a matter of having more data on which to base your assumptions. I've also discovered that this experience doesn't necessarily translate well from one type of project to another or across problem domains. To get a decent estimate you need smart people who are experience at doing your type of project in your problem domain. No way to get around it.
--john
If you just so happen to be a big company that has been taking "good" metrics of your previous SW engineering projects for the past 7-10 years,
;)
and you are presented with a new project that is somewhat similar to your old projects, you can EASILY estimate accurate schedules.
it's all about empirical evidence: how have we been performing? that's a great indicator of how we will continue to perform.
BUT BARRING THAT:
Basically- you come up with a plan, you see how feasible it is, if your plan slips you have multiple plan B's, and you track as you go.
Then, to win the bid, you make your estimates a bit more aggressive
now what if you aren't a big company that's been taking metrics? You start out with your "old programmers intuition" on how long things should take- and you break 'em down (like we do to every problem)- and you then divide those pieces over time (taking dependencies in mind). Then- track your progress- if you are falling behind and not delivering the estimated value you thought you could be, look at your process. you are either 1) doing something wrong, 2) introducing too many bottlenecks for your developers, 3) didn't have an accurate grasp of the problem 4) you are in the wrong business and you should declare bankruptcy.
I got this software engineering thing ALL werked out! (this "english-thing" however, is a much tougher nut to crack)
So you have this problem! You are behind schedule! Oh no! What to do! Well, this should have been taken care of in your intial Risk mitigation and management assesment.
In the future, I would want to not be isolated from my friends in the Space Station.
Assembling software from reusable pieces requires three things that most software companies don't typically have:
1. Discipline. Your average programmer will have read about various programming methodologies, but skipped past the parts which would make their code an easy-to-reuse template in lieu of fast development time. As with any gamble, you should know at exactly what point you want to quit, have an A-line for version 1.0's feature set, all that jazz.
2. A big code base. Because of step 1, or maybe just a lack of previous projects, one's code base is typically limited to what you can find in a computer science textbook. Having a good database of classes and patterns that have turned out to be useful, and having easy access to this database for the information you need is the difference between a library and a code base.
3. Incremental development. Throwing together a large software project, all at once, and then testing the whole thing is very tempting, and happens more often than most people like to admit. What should be happening is a series of incremental integrations into the final product, with unit tests of each part. Otherwise your large project can become a giant, complex nightmare. Making complex software shouldn't be made quite so complicated.
While making a "software assembly line" takes slightly more work and trouble than your average car assembly line, it has incredible cost savings in the long run.
"Look at me, I invented the stove!" -- Ben Franklin
Doesn't this apply to every topic, not just software engineering?
Our marketing department makes them for me! They sell something to the customer on a certain date, then I'm told what I'm programming and when it's gonna be done. You gotta love the job market today...
The issue is not physics versus manufacturing, it is scope and cost containment like is done in manufacturing. As a person who has lead multi-million dollar projects, I have grown used to the cliché that goes something like this:
If we built homes like software we would all be living in the street, penniless...
The major issues I have seen revolve around a lack of scope and cost control. In many cases it is because there is little penalty for being late or over budget. In cases where penalties exist it is often beneficial to then over estimate the effort or cost required. Then once the money is approved, using it is becomes easy.
Going back to the analogy consider the following:
Scope
If you were building a house, each piece has a specified cost, known in advance to a very large degree. In addition, altering the scope itself often incurs a penalty, because the work is not done by the owner. You plan a three bedroom, 1.5 bath home. Midway through planning you decide to make it a two bath home instead. The architect will charge the "re-scoping" fee and the builder will add the material fee. Now do the same after construction has begun. The architect gets their fee, the builder adds the material and resource costs, plus a "revision" fee for changing your mind after construction begins.
During a software project, it is common for individuals to approach the developers and ask to expand the scope. This would be analogous to approaching one of the work crew and asking them to just add the extra half a bath. The difference is the work crew would get fired, and the developer gets bonus points for adding the feature, either directly or indirectly.
If the developer chooses not to do it, or pushes them to the project manager, the client may label them uncooperative or difficult to work with. The project manager not wanting to be labeled either may coerce, cajole, or beg the developer to accomplish it, without a scope revision. Failure to do so by the developer results in real financial impact at some point, and offers little incentive to hold the line.
Cost
I call this the "Porsche syndrome".
I go into the Porsche dealership and see a new 911 Carrera Coupe. Smiling the dealer offers to sell it at a deep discount, with options and accessories $84,000 (U.S.). Whewwww baby!!! I cannot afford that. "Look," I tell him, "my wife will never approve that, you need to get it down to $28,500 tops." Would any of us expect to have the price cut down? By half or more?
Okay, how about "Look, what will it take to get it under $30,000? Seriously now, what do I have to give up" As the dealer is escorting me to the door he explains the only way I will get this car under $30k is with a mask and a gun or from a scrap metal dealer.
Yet, daily we go to developers and tell them to do the same. We ask for an estimate and then go back with "This is too much, it needs to be smaller or it won't get approved!" --Insert blank stare here--- The idea that if something cannot be cost justified it should not be done, is often lost in the "request" itself.
To nearly guarantee a project is on budget and time requires things many companies are unwilling to provide. Strict scope control procedures, with oversight by the person responsible for the money. That means each change, regardless of how trivial must be approved by someone above the project management team with business justification. It also means that requests for scope change cannot be made to developers directly, by anyone.
I was very happy with the people who built my home. When speaking to many of my friends and coworkers who built their homes, they describe it as a process akin to having their flesh removed. Everything required such effort and detail that many would not do it again.
Most of them were looking for the relationship to be like one at the office. We all want to get along and help each other out. This is not a commercial arrangement, and when we put the commercial context around it, we see it many offices lack structure.
Internal organizations can be setup like commercial ones, but it is usually unwelcome as the perception is everyone should be working for the greater good of the company and this has the appearance of bureaucracy. Even if inaccurate, everyone "wanting to get along" prevents it from being implemented.
Although I like to apply complexity theory to stuff as much as anyone, it doesn't really make sense here:
Quote, The article, Abtract, line 5:if it is accepted that algorithmic complexity is an appropriate
definition of the complexity of a programming project
This assumption set's focus in the wrong place. Most projects have low algorithmic complexity and many of those fail. so that's not the actual problem.
It might become a problem when people in the software world start solving hard (algorithmic complexity-hard) problems -- but I don't see that happening in commercial mainstream software within my lifetime ;)
SLOGEN [ http://ungdomshus.nu : Sebastian cover music]
You are absolutely right for most inexperienced developers. It was certainly the case when I was 24 and first started fixed price contracting. The reality, is that with a small amount of positive feedback most developers can start to get this right - typically within 25% within 3 months, and within 10% in a year. In my case I under bid the first project by a factor of five, and spent 3 months working at about $0.50/hr, the second project was within 50%, and the third nearly dead on. Working and getting paid by the job is experience that I think nearly every programmer needs BEFORE being allowed to work T&M or salaried.
There are secondary effects of working by the job - you very quickly learn to do only what you are getting paid for - and don't spend a lot of time on personal research projects or unnecessarily rewriting other peoples code that is working just fine but doesn't conform to your personal style. KISS is absolutely a necessary personal style - anything else and you are doom to continuous cycles of project overruns and long talks with management about why your project is another month or two away from completion.
I have seen success estimating development time in person-hours using object point and function point estimation methods. Provided you have people that have estimation experience, these methods are usually quite good at approximating the amount of time it will take to develop each component in a system. However....
... I've found that even though you may correctly estimate the development time for a project, time schedules are often thrown off by team meetings, conference calls, interruptions by coworkers who want to tell you about what happened to their cat this weekend, etc. I believe someone in a previous post referred to the "interchangeable morons" concept in Stroustrup's C++ Language book. The team must be an efficient unit and the project manager must be intent on keeping meeting overhead to a necessary minimum. Otherwise, a well-estimated project will run over its schedule every single time.
"Computer Science is no more about computers than astronomy is about telescopes." - E.W. Dijkstra
If you need to double your estimate and add a random number, then I hope that you're a very junior coder, or that you're unemployed.
Some companies actually do business this way. It scares the hell out of you if you are the client, but it is even scarier if you are working for the company in question.
When you ask questions like "I understand that you do not want to allow any changes to a pay period after the checks have been cut, but then what are we going to do when travelling workers report their hours late?" Management thinks you are being a pain in the ass, but if you don't get it right, your project will fail.
So true. I have found it extremely difficult to explain to people that software is not magic. Phrases like "and so on" and "etc" do not belong in requirements docs. If you have 100 specific cases that you need me to handle, you cannot list three, say "and so on" and then explain to me verbally more or less what you want. I really need that list of every case. Oh, and I'll need time to test every single one of them. Yes, that will take more time than not testing, and no, I'm really not trying to be a pain.
After the October date was missed there was a meeting of all the Project Managers, Program Managers, Subject Matter Experts, and other people involved in the project. They worked round the clock for nearly 3 days to come up with a revised project plan and estimate of how long it would take to finish the system, test it, and bring it online. The number they came up with moved the date into late January. Executive management didn't like this and decided that the new date would be mid-November. Their plan for squeezing out these extra two months? Just make everyone work harder. Needless to say we've got a group that is completely burnt out and getting less done in more time. Nifty.
As long as "suits" continue to make schedules based on business needs (read "corporate politics") and not based on the complexity of the problem this is going to continue to happen.
--john
Most projects are not fundamentally new... They are graphics systems, databases, communications systems components, etc....
:(
Fundamental systems (databases, graphics libraries, languages), we pretty much know how to describe and build - efficiently and well. Of course, what was bid by any given company, what can be done with their labor and expertise, and other issues can upset things....
Special and exotic systems, e.g. computerized data interpretation for medical uses, e.g. analyzing mamogram results, especially for the first generation of such systems, can take longer to develop, due to the criticality and novelty of the systems. Next generations of such systems should take less time, as they can operate on a wealth of collected information, samples, and data.
Systems-of-systems can be much more complex and difficult to build, debug, and maintain. These, especially, can be cutting-edge, complex, and contain unforseeable development hazards. They can (and this is where scheduling becomes really difficult), rely on multiple components, each under development, and proper integration, for their timely development.
Most systems - databases for insurance companies, real estate offices, etc..., are relatively routine. The quality and expertise of the software developers (and those bidding the contracts / developing the deal) should greatly affect not just the timeline, but overall satisfaction with the final product...
Years back, an article in Scientific American suggested that complexity was a critical factor in software development problems. I generally disagree, and discussed this in my H2K (Hackers on Planet Earth) panel of Ethics in Military and Civilian Software Development (Audio from this session is available from http://www.2600.com) . Most problems (and some time issues) are really related to (I feel) a basic lack of care and concern for basic software engineering issues, and a lack of respect for what difficulties may be encountered. Careful planning and implementation alone can go a long way...
Best book : The Mythical Man Month, Brooks.
"Adding people to a late software project makes it later..."
Sam Nitzberg
sam@iamsam.com
http://www.iamsam.com
One of the key things I see plaguing accurate software schedule estimation is the lack of understanding of what you are building.
When a skyscraper or airplane is built, the schedule is often proceeded by years of research to determine precisely how each brick should be laid or how each rivet should be placed before the estimate for actual construction is made. Software rarely benefits from any research at all.
There is nothing wrong in principle with measuring what has happened in the past, and using that to predict what will happen in the future, before you discover why it works like that.
For instance, if you measure that throughout the year, the average time between sunrises is 24 hours. You can use that number even though the only explanation for it that you might have is "it seems to work"
Of course, when you apply this to software develpment time estimation, it falls down for a number of reasons. It's not constant across technologies. It's not constant across types of project. It doesn't take into account the variation in technological risks (ie if you have done something like this before, you will spend less time finding ways to do stuff). It doesn't scale linearly with the size of the project. It varies across individuals. etc. etc.
My Karma: ran over your Dogma
StrawberryFrog
[Just imagine that you had to do a while-loop according to an ISO standard]
You could make software development more predictable, but it would probably come at the cost of *enormously* increased total resources spend. Would you rather have:
(A) A project estimate at $1,000,000, which might blow the budget and csot $2,000,000.
(B) The same project estimate at $10,000,000 and come in on budget?
I think you will find that there are probably better than 10K of us old farts that have been doing this for 20-40 years that read this list regularly. And probably 5-10X that with more than 5 years experience.
Well...... you were doing fine with examples until you got to nuclear power plants. Right here in my home town, Trojan Nuclear Powerplant was behind schedule for so many years, the state shelved the project. They said it was too much money. Of course, this wasn't determined until there was only 10% of the project left. Then, they let it sit for many years, costing us local taxpayers a 100 million $ a year to keep it cleaned up and safe(yet inoperable). Whew!
I better stop... I'm just getting pissed off thinking about it.
You can't legislate goodness. Let each to his own destiny, by will of his freely made choices.
One reason why projects can be late is if management dictates the schedule. If the product/program manager decides that "We need this product to come out first quarter," then generally speaking they will find a way to make it happen, or at least they will find a way to make it happen on paper anyway. The opinions of the programmers can and will get trampled as a result.
Personal anecdote:
About a year ago, our company hired a program/project manager (yes he wears both hats simultaneously) to oversee our project. He asked us to generate a list of tasks for the project, and then list estimates of the time required for each one.
We, having experience working on previous versions of the product, knew that by the nature of our product (ported software), that sometimes you could hit an unexpected problem that would take a long time to resolve. E.g. maybe you find out that your bug is actually due to assumptions by the original programmers about how the compiler on their target platform worked (Windows), which aren't applicable on your target platform (UNIX), and it takes you a month to refactor the code to work around not being able to use that particular C++ feature. That sort of thing. Experience told us that something would happen like this probably a few times during the course of the project.
Armed with this knowledge, we came up with our estimates, but we were smart about it. We gave three estimates for each task; a best case (things go better than we expect), an expected case, and a worst case (something fundamental blows up and it takes a long time to debug or fix). As you could gather from the previous paragraph, the "worst case" was actually rather likely to happen, and not senseless paranoia on our part. We made this clear to the manager when he questioned why we didn't just give one estimate, and why the worst case estimates were so large.
Predictably, the manager looked at the sum of the worst case values and didn't like what he saw (since he wanted the product out in a certain quarter), and used all the expected case values when making the schedule, which then fit his timeframe. Then he wondered why the project was running behind before too long.
He even went so far as to try to blame it on our team leader, saying that he hadn't given him good estimates, and that he was having to cover for the team lead's screwup. The team lead gave him a piece of his mind over that one. Needless to say our team lead demanded a transfer to another group not long after that.
Mechanik
In my (several decades) of experience, the main thing that causes software to always be late is the fact that all software must use things from an underlying "system", and these things are generally not entirely knowable by a programmer.
This is especially true in the case of proprietary systems. In this case, many details of the underlying system are intentionally hidden from the programmer, and can only be discovered. Even then, knowledge can only be partial, and future surprises can't even be predicted in principle.
In the case of Open Source software, the underlying system's behavior is in principle knowable. This helps greatly in the debugging process, since you can examine the lower-level software and reach a detailed understanding of any specific portion. But even in a fully open system like linux you are facing the fact that there is too much information for a single human to master.
In manufacturing, you can get specs for the low-level nuts and bolts. You can ask about properties and failure rates and get correct answers. With software on a proprietary system, you can't get such information at all. And on any system, including Open Source systems, such information may silently change with even the smallest system upgrade.
In physics, there are fundamental units (photons, electrons, etc.) that are all identical and whose behavior never changes. In software, the detailed behavior of a machine's opcodes may change from one machine to the next, even when they are the same model. So software can never have general equations or universal principles in the sense that physics has such things.
Also, in physics, the concept of a "hidden variable" is still in dispute after a century. In software, it's a fact of life. The makers of the computers have carefully hidden a great many significant details from the programmers. And they change these variables without notice.
As long as the low-level details can be hidden from the programmers, software can never be made into a reliable manufacturing process, or into any sort of science.
Those who do study history are doomed to stand helplessly by while everyone else repeats it.
This is really the Turning stopping problem test revisited. Turning: Can you tell me that a given program will terminate within a certain time [budget]? or the Turning correctness test? Can you tell me if a program is correct? More difficult is just how do you define and measure correctness? Classical mathematics (physics) was upheaved in the early 20th century by Cantor & Godel and probablity theory (quantum theory).
With software, the first part of that expression tends towards zero since most things we know how to do we can reuse code, whereas with building it remains a large accurate estimate.
I thought that's where GoF patterns could help. When I've been asked to explain design patterns to PHBs, the analogy I've always used is structural engineering - eg. for a bridge, we could have: box girder, suspension, cantilever etc. Design patterns are just like that.
Of course, in the real world, this is only a partial solution. Over 90% of software project failures are down to requirements. If we could get that right, then software development could, indeed be a "proper" engineering discipline. The only place it is, though, is where people are prepared to pay what it takes to get it right - flight control systems etc. IIRC, one of the few people to have achieved the SEI CMM level 5 are the lot who develop the space shuttle software. At the last count, their code was costing them over $1m a line. How many people would put up with what that would do for the cost of their text editor?
This sig made only from recycled ASCII
Beer does innovate at a much faster rate. Like at a bar, those lines just get better looking as the night progresses and you have to take them all home. It is debugging the staggering amount of code hurled the morning after the hangover that is the headache.
How many engineers do you know who understand terms such as
algorithmic (Kolmogorov) complexity terms. An algorithmic complexity variant of mathematical (Godel) incompleteness
Not many. They exist, but they are too few for the numbers of software projects out there. There is also the problem of clueless PHBs who refuse to hire competent engineers with actual degrees who studied "mathematical (Godel) incompleteness" in university and can make use of it for accurate planning.
I've a good friend from university days who stuck it out for about 7 years of study, both computer science and mathematical modeling. He now works for a large company heading large software projects, and his job is to make sure the abstract stuff is covered. Abstract means the kilo-lines-of-code are calculated within reason, the defect tracking statistics reflect reality, and that the end goal is well defined so accurate planning estimates are worth something. He hasn't had a project go over schedule in the last 5 years, but he has had to dump some projects after management tried to fuck them over.
His only horror stories come from clueless VPs who suddenly want to add the latest buzzword to the project. Now every contract for a project contains a whole section dedicated to any changes after the initial spec is finalised. If the client wants to change something, even something very tiny, the whole project starts over with a large payout for the cancelled version of the project. With contracts like that, software projects always stay on time.
the AC
Hemos is like...sci-fi fans;he thinks technology is cool, but he hasn't bothered to understand the science it's based on
I might be believe you if you can supply an objective proof of your statement.
;-)
Yes but. The important components of a skyscraper are steel beams. Put them up correctly, after calculating loads and stresses, and it doesn't matter what the twenty tons of stuff you have sitting on the 27th floor is. It doesn't matter if the beams come from different foundaries, either, because the specs are clear enough (dimensions, strength, where the bolt holes are).
Now try putting together a typically complex business software solution, meshing a bunch of different, reasonably good, existing programs and components with some custom code and configuration. Even where there are reasonably good standards spec'd in some areas of the project, if you're not solving new problems it shouldn't be a software engineering project at all - it should just be system administration using the available solutions. That it's real software engineering means you're running into unpredictable surprises where the components at hand don't fit without a great deal of extra labor.
A parallel can be found in work on the portions of the New York City infrastructure that are under the streets: We still have wooden water mains in some places from the mid-1800s, mixed with gas, electric, steam pipes, sewer, subways, gas lines ... most of which was not documented to current standards on either installation or subsequent changes, despite most of it being reasonably well done by the standards of its time (pretty amazing, those wooden water mains still working, right?).
So what happens when we finally go in to improve one of the services - say, lay new water mains? Other stuff is found that's in the way where you didn't expect it, or that need's fixing on examination when you didn't expect it. Meanwhile you've got the street ripped up but you have to cap it again quickly or traffic is too snarled for too long. So a single block's 4-week project can stretch out for over a year - dig up the street, fix one problem, discover more, recap while designing and provisioning the next stage, repeat - because it's all stuff that needs to be done once you get into it, that can't be properly assessed until you get into it.
Well, software in the real world isn't as old as New York, but if anything it's more complex, and the layers of crufty stuff that have to be accommodated in current projects are as considerable, and often as poorly documented by current standards (which will always advance so as to obsolete whatever we do now). Building a skyscraper, by contrast, is just a sysadmin job. Put the beams and bolts in the normal places, and it stands.
"with their freedom lost all virtue lose" - Milton
I've just finished working on an IBM RAC (Rapid Application Center) project. It was filled with elements similar to extreme programming, it used function counts, it seriously defined scope and development cycles. I've developed ideas about the method both in it's theory and it's method.
In Theory:
- All your resources are available to you when you need them for the length of time you need them.
- The client is with you all the time so that they are available to comment on the direction development is going.
- An enormous amount of time is spent in analysis to make sure the project goes in the right direction.
- Every task is estimated and ranked and put into a timed, development iteration schedule. If time runs short for a specific iteration then lower ranked features are "descoped."
The idea is that you have a fixed budget and a fixed end date and that based on these the one degree of freedom is the scope of the project. Therefore if anything changes it is the number of features.
In Practice the theory is adhered to closely but other factors enter into the project like:
- Scope Creep. This involves features that were ranked lower in the requirements and were descoped but become necessary for the end product to be useful or features that weren't caught by the requirements process but are necessary for the end product to be useful.
- Requirements Interpretation. They were nailed down, or so we thought.
- Budget. If the estimate comes in for 4 developers and a lead for 3 months but the budget only allows for 2 developers and a lead then there's an issue.
- Resources. If the client can't or won't provide the resources you need to extract the inputs you need from other systems then your schedule will be thrown for a loop.
- Client Participation. Asking 100% of you client's time in the project is an enormous request. And not always do-able.
How could it have been improved?
- The client could have provided the resources we needed. We were extracting information from some host databases and had a hard time figuring out what fields, rows and tables we needed.
- Our BA's could have done a more thorough job on the requirements. There were things that were missed or weren't defined accurately enough. We developed integer benchmark times when two decimal places were required.
- Our client could have sat with us to make sure what we were doing was what he wanted (which was what was originally agreed to). Nothing quite like having the client say that a particular feature was not quite what he wanted.
- Us developers? Well, there are always things that could have been done quicker in hindsight. I did some java-scripting that - in retrospect - could have been a hell-of-a-lot more efficient. I aim to correct that when I get a momemt.
- The function estimates were off and that caused some late nights and freaking out. It really is an art form.
Overall, the model was nice but our lack of adherence to it caused us unnecesary grief. While the client got a product he could use the process would have been more satisfactory and less painful if we hadn't strayed.
The lesson is that theory is all fine and dandy but it doesn't work if you don't follow it.
IMHO, as per
J:)
Oh well, no point in steering now.
The main issue to estimating software projects is that the corporate sociology drives the estimates to be unreasonably low.
The descision makers rarely understand the complications of the development process, and naturally choose the "equally credible" proposal that promises more for less. Teams and individuals that estimate accurately rarely/never are selected.
a.
It's also worth noting that there are many large projects that DON'T get completed on time/on budget. A prime example of this is the 10+ year 15+ BILLION DOLLAR "Big Dig" here in Boston. I won't go into details, you can get more info on the fiasco on the web.
Painless Software Schedules is a great one and you will get sucked in just following the links from this one essay.
-- Are you an EFF member yet?
Insightful and funny
Watching Cowboy Bebop in my jammies, eating a bowl of Shreddies.
"There are lies, damned lies and project plans- but what else you gonna do?" - me
"Work expands to fill the time available for its completion." - Parkinsons Law
-WolfWithoutAClause
"Gravity is only a theory, not a fact!"No! 56% are employed (may still be students though). What worries me is that 5% of Slashdot readers are Cowboy Neal's Slave.
See for yourself!
Offtopic, Inflammatory, Inappropriate, Illegal, or Offensive comments might be moderated up.
OK, what I take it here is that you are talking about a method by which software project times can be predicted accurately. Suppose we had such a method. Since it is a method which takes inputs and produces outputs, it can be described as an algorithm. Since it is an algorithm, it be be represnted as a software program which predicts completion times. So far so good.
,world' assignment..."
Next get together a team of programmers. Set them to work on a program which determines proves {insert your favorite unsolved mathematical conjecture here}. It turns out you actually don't need the team at all, just run your software project estimator and if it comes out with a finite amount of time to complete the program, you know that the the conjecture is true.
In other words your software estimator can be used to solve the halting problem.
OK, this is a joke, but it points something about the question. I once had a CS professor who required that we right requirements statements for all of our assignments. She forbade us to include halting times, because "you can't predict whether a program will halt or not." To which I wanted to reply, "About that 'hello
The lesson is that there are some cases to which a rule like this applies and others to which it does not. There are some projects that can be estimated with simple tools, some that can estimated with complex tools, and some that are not practical to estimate at all. Even fairly seat of the pants kinds of estimates work pretty well on relatively simple problems, providing you break things down a bit and do an honest estimate the costs on individual deliverables and the individual functions you know you'll need to make them work. About the only methods that never work are pulling a number out of the air based on how much the project scares you, or using wishful thinking (whether the source is your boss or you). Nobody can give good estimates when you spring the question on them with no time to prepare. My boss's most (and my least favorite) questions start with "how hard would it be.." and my most favorite (and his least favorite) answers start with "It depends..."
Nonetheless, my experience with past projects of the kind that I do means I can do a pretty good job with relatively unscientific tools, provided the problem is like one I've solved before. However if you are writing software for space flight or some other kind of highly complex mission, I could estimate until I was blue in the face and it wouldn't be worth a damn. You want to hire somebody with experience in such projects and who has methods of estimation well calibrated from similar past projects.
I think the particularly difficult cases are ones inolving software maintenance -- extending software to perform things that weren't originally factored into the design, or adapting the software to run when the systems it depends upon change in some unpredictable way. These are cases where surprises can throw the best laid estimates well off.
Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
* A tester or test suite exhibiting the bug
* Someone recognizing that it is a bug
* Enough data being gathered to define the bug ("It hangs sometimes" or "I don't think the results are always correct" doesn't cut it).
* Enough eyeball hours to find the bug (this in itself makes the process equivalent to solving a crime. Do we ask the cops to schedule crime solving?)
* About two minutes (average) to devise and implement a fix
This has to be done for N bugs, where N is unknown. People who think you can estimate software development schedules with any accuracy are either dreaming or assuming that they just have to estimate how long it will take to get it coded, not how long it will take to get it working correctly.
-- MarkusQ
But not a "hack" job. I've got a mere 7 years experience in the software world stemming from a traditional engineering background and I've seen projects that were "on time" and projects that failed miserably. The problem is EXACTLY the same as any other engineering problem if you choose to look at it that way.
...etc. Each task is then estimated along with the dependencies on other tasks and how an overtime task affects other tasks (Pert and Gant charts are dreamy for this). In the end you come up with damn accurate estimate of how long it's going to take along with heuristics that describe what external can make a difference and how big that difference will be.
OK, I'm going to dive into the classic analogy to traditional engineering: the bridge project. Nobody ever answers the question "How long will it take to build a bridge?" right off the bat. Every aspect of the project is scrutinized and estimated separately. In other words, to build a bridge we need to do A., B., C.,
Now, back to the software arena. There is a big difference between a software developer and a software engineer. Software developers "hack" or piece together code that works, but there's been no real analysis done to support it (my definition - feel free to argue). Software developers are comparable to general construction contractors. For example, a contractor may build a deck without much analysis (i.e. how will it behave in an earthquake; what is it's failure temperature, etc.), but a major structure (like a bridge) requires an in depth analysis.
A software engineer, on the other hand, follows a much more rigorous analysis and design technique that can be used to estimate the overall time a project can take. To do this, one doesn't estimate how long it's going to take to build the entire project. Rather, one should divide the task into sub-tasks and continue to do that until one ends up with tasks that are estimatible with a defined region of uncertainty.
To do this, a certain amount of design needs to occur. Admittedly, the estimate for the design can sometimes be a shot in the dark. But, a good design can give not only a good estimate of the time required to complete a project, heuristics about the end product can be determined from the design. IMHO, the coding becomes an afterthought, a footnote to a good design.
OK, I'm done ranting. Start the flames.
The problem with estimating development time lies mostly in the management's concept of software development. I was hired to work on a project that was estimated by management to last two months. My estimate was four months and the actual time it took to complete was over a year. Why could I not meet the project deadline?
The customer claimed it was because I could not seem to fully complete a component of the project. What they really meant was I could not fully complete a component of the project before they would request a change to that component that in some cases required a complete rewrite of the component. They didn't think it was a big deal to add a button here or there in the application after all it was only a button. Never mind the fact that each of those buttons required stored procedures to be written and existing stored procedures to be altered. They would get upset that I could not make their requested changes in a day when they wanted to completely alter the way the interface to the application worked.
The bottom line is most people who don't know anything about software development don't think it is a big deal to add a feature here and there at the end of the development cycle. I try to equate software development to carpentry. Sure I can add another door in the center of those cabinets, but don't expect it not to affect the other doors and their space within.
10: PRINT "Everything old is new again."
20: GOTO 10
Roger Penrose, in Shadows of the Mind, puts forth a presentation of a proof via Godel's incompleteness and Turing's halting problem that shows that human understanding and insight cannot be reduced to algorithmic form.
The Large Limits paper uses pretty much the same proof, but doesn't add Penrose's assertion that human thought can't be computable, and therefore algorithmic limitations don't apply.
software engineering isn't like any other type of engineering process. Not entirely true. A lot of software shops pretty much write the same program over and over again, and these shops can do accurate estimates if the management is competent. This is like a civil engineering firm that specializes in steel truss bridges -- give them the length of the spans, maximum weight, and roadbed width, and they can crank out the design in a quite predictable time and cost to build.
However, much software development is a wild plunge into the unknown, like building a bridge out of new materials using a whole new concept for holding up the bridge. And civil engineers just don't do that; the first steel bridges were copies of wooden bridges, and grossly overbuilt just in case, then once they got comfortable with steel they gradually moved to more efficient uses of it. Nor do automotive engineers design a whole new car from scratch, without referring 90% of the design back to things that worked OK on the last model... Previous designs are re-used to reduce the risk and uncertainty.
Software producers are caught in a bind here. If you are re-using a previous design, why should the customer pay a lot for copy-and-paste? It's just bad management if you know enough about the job from experience to estimate it accurately and still have to do much coding... And if a large part of the job is new and genuinely does require new code, then it's a high-risk project, and likely to cost more than the customer is willing to pay.
I am in the process of completing a research report on this very issue. the background is the engineering development project modelling software SimVision, which we have undertaken to modify for use with software development projects.
the answer is yes, but it depends on a lot of things, because programmers are not like other kinds of engineers and software engineering is not like other kinds of engineering, to wit:
it seems that managers improve their estimating skills by experience, so using experiences managers is a good tip.
there's a lot more to it than this of course. unfortunaltely our report is confidential just now.
-- Rolf Lindgren, cand.psychol
I've been developing reasonably large software projects for over 15 years. It is possible to deliver software on time/budget, but there are key concepts to keep in mind: 1. You can't develop time estimation based on large work units. Take a big work unit - design/develop an XML parser (example). Figure out what the 300 hundred individual things your parser must do (from a development perspective, not user requirements perspective). This level of functional decomposition will allow you to give a reasonable swag (scientific wild ass guess) on the larger work unit. 2. Manage risk properly. This is not easy. Think of everything you know of that can go wrong (experience helps). Take into account the things that you don't know of that can go wrong (experience is irrelevant). Detail the risk indicators (how do you know if one of your risks is happening?). Come up with contingency plans for each risk. Follow your risk plan throughout the project lifecycle. 3. Implement a change management system. Requirements do change, that's life. However, allowing this to affect your project is unacceptable. If the powers that be request a change, go through the entire estimation process again with the new data. Give them the new date, if they accept it ok. btw: a changed deadline due to changed requirement is *not* the same as a slipped deadline. 4. Careful management of minor and major deadlines. Most pople manage major deadlines only (alpha, beta, RC# etc). If you don't manage minor deadlines, how do you expect the major deadlines to be reached? (if you take care of the nickels and dimes....you know the rest). Most developers (people in general) work more efficiently under pressure. Keep the pressure on by managing the minor deadlines, and the project momentum will be maintained. As others have metnionned, R&D of new technology is the ultimate risk to a project, however the vast majority of projects are implementation derivitatives, not ground breaking stuff.
The fudge factor, if my memory serves me, starts out as a guess based on the full set of COCOMO projects and then (and this is important) is tuned by comparing the estimates and actuals for the project. Each development group (or company) should have its own constant based on experience. COCOMO is mostly a good tool to estimate future effort based on analyzing past performance. If you use it other ways, your mileage will most certainly vary (sometimes a lot!)
That's exactly the sort of attitude that has caused the sort of spectactular failures of software projects to be accepted as the norm. Software Engineering is *not* "hacking" or "coding" or "programming", it's *engineering*, like building a bridge or a skyscraper. Yes, those projects go over time and budget too sometimes, but they are the exception rather than the rule.
I agree with you up to a point. I am an engineer. I have worked in Process Engineering, at AMEC, and now work in Design engineering. I have not done much coding, but I think that software development probably relates most closely to design. As I said, I now work in design. In design you can estimate a schedule, but that schedule is dependant on our everything going perfectly the first time, which we all know doesn't happen. This does also not include problems with parts we have to design around, which we then have to wait on, or a change in requirements of our part. (Sound familiar yet?)
This is all in the conceptual, design phase. This doesn't include the acutal production of a physical part. That all happens later, after our 3D model has been packaged correctly. Once the physical part has been made, then there are the joys of testing and testing and testing...
What I'm trying to get at, is that I've experienced several forms of Engineering (Yes there are many), and I think that Software development relates most closely to Design. In design, there is no reasonable way to schedule out how long things will take. We just make an estimate based on what's happened in the past, and change things as we go along.
"...At the end of the day"..."when everyone goes home, you're stuck with yourself." RIP Layne Staley
Acknowledging that a perfect estimate is impossible
makes making a reasonable esitmate easy.
Whenever I had to make an estimate, I'd figure out the best value (we had COCOMO estimation software), and then I'd pad it...
Not because I thought the estimate was off, but because Marketing would *ALWAYS* shave the estimates, and that's what would be in the contract. Well, that plus Hofstaedter's Law.
In addition to man-hours, I'd often try to tack on N calendar-months for learning curve if we were doing something new (new platform, problem domain, etc...).
Wasn't always successful, but it worked pretty well... usually we worked out to the original man-hour estimate plus the learning-curve time. Of course, Marketing always low-balled it, and the learning-curve time always went away.
Fascism starts when the efficiency of the government becomes more important than the rights of the people.
Manufacturing is more akin to installation of software, than creations of it. Creation of software is more like the engineering of the thing to be manufactured (design) and it's manufacturing process (implemenation).
When creating a new piece of software, there is a very large amount of discovery. It is impossible to estimate how long discovery will take, it would be akin to setting deadline for the cure for cancer. It is even impossible to know between two people which will get it done faster.
In addition, it is almost certain the case that somewhere in the design or implementation phases, a conflict in requirements is found or requirements are found to be incomplete. Because of this, the requirements must change. A change in requirements becomes a change in estimation.
Then there are people details, such as burnout, roll over, yank factor, procrastination, and dicipline. These things happen with different people at different times. The result is more uncertainty.
Personally, I like XP's method of handling estimation: the user stories (requirements from the customer) are broken into tasks by the developers working on the story. The tasks are estimated in the best possible scenario by the developers working on the task. No task should be longer than 3 days (if it is break it up). Then you use a previous measurement of how quickly you finished tasks to limit how many ideal days there are in a time frame.
The cental thoughts to this method is that A) only the people doing the work can estimate for themselves; B) the accuracy of estimation is inversely proportional to the length estimated. If a developer says something will take 6 weeks, they likely don't actually know how long it will take, but are picking a seemingly large number to give them wiggle (I call it "Scotty padding", refering to how Scotty would overestimate the time to repair the Enterprise so that he looked like a miracle worker); and C) using precious measurements adds a reality factor to how off your estimates are.
But there are problems with this method. The main one is that tasks can be unrealized until implementation. No matter how well you plan, something will likely get left out. Another problem is that is doesn't work over a long period of time. This method is used for planning an iteration (about 1-2 months). Longer than that the estimations will go wonky because the estimations for an individual task will vary greatly as more work is done. At the start of a project, it is easy to add a feature, but later on it may be easier, because you have supporting classes in place, or harder, because you need to update a large part of the system.
So I'd say it more like the weather. You can estimate well up to a certain point, but after that, you're just throwing darts.
-no broken link
There is nothing wrong in principle with measuring what has happened in the past, and using that to predict what will happen in the future, before you discover why it works like that.
..... screw it, just multiply by 1.75!
You go on to make a good argument as to why this doesn't work in the rest of the post -- and you're right, constants work great for systems that don't change (pi, e, etc. in mathematical systems) or systems that *may* be changing, albeit very slowly (cosmological constant in astronomy). But, for the reasons you've enumerated, a standard constant across all companies and projects just doesn't make sense - thing change too rapidly. Size of company, competence of employees, stability of economy
But I'd also like to add that we weren't provided with any validity for the rest of the equation. Any formula will work for a given set of circumstances if you add in the right "magic number". Not to mention the idea that the formula itself contained estimates -- who knows where the "lines of code" estimate was supposed to come from.
Anyway, I wanted to address this topic but I didn't want to respond to the obvious flamebait troll the other guy posted about pi.
If it ain't broke, it doesn't have enough features yet.
Manager:How long will it take you two change the position of that button in the Frontend?
Me:152 years, worst case scenario.
Nobody ever lives long enough to prove me wrong!!!
The problem I run in to is in initial estimates. You have no idea how your team is going to perform with the given languages and technologies. On the other hand, if you have a system that has been in development for five years, you have been using something like CMM and PSP (see Software Engineering Institute) all this time so you can take objective measurements of development times, and you have a well planned software project with obvious milestones and releases then figuring out the time for some new feature or change is easy, though very expensive and takes a lot of time. I would imagine that a project like Windows XP could not be developed by a CMM level 5 shop. The money and man power it would take just aren't there to do it.
On the other hand once you have some history you can come up with very good numbers. They aren't numbers you might be able to prove, but your going to be very, very close (3 9's maybe), the same way that despite large holes in theoretical math I can still add 1 and 1 and get 2.
Darthtuttle
Thought Architect
Software schedules can be somewhat estimated, but only with a "team" of people that work actively to get better. The Software Engineering Institute at Carnegie Mellon developed a model for improving software engineering. It mainly works by capturing lots of data about your projects and using that in developing estimates for the next time. The bottom line is a team that adopts this mentality is constantly
seeking to improve their methods.
Difficult to do for a small project (lots of overhead). Almost impossible for an individual.
Most individuals get better by getting more experienced AND having a better code base from which to grab snippets/widgets/objects/etc.
Most of us overestimate the work we can do, get distracted with other items (other projects, fixes, etc). We also get distracted with
/.
Not only are we distracted, but we all code with our own styles. In doing so, one thing I think nearly every programmer is guilty of is not seeking enough input from others. Whether this is users for UI design, or colleagues with which we must later integrate, we make assumptions as we proceed. Quite a bit of time is lost once we start to integrate components together from different developers.
One last thought, software is nothing like building a physical structure. It is more like painting a picture where there is a feedback loop. As you do something, you not only learn, but are affected by the result. The next stroke you make/line you code/note you play is affected by what you just did. If we could focus only on the original plan without being affected by something that happens in the design, out estimates might be better.
We're all just normal geeks ...
No need to worry about those sirenes ...
It must be for your next door neighbour ...
Just stay where you are ...
There's nothing to worry about ...
For reference, I've been a professional software developer for 14 years.
The biggest mistake most people make in scheduling software is forgetting time for QA. They add up the pieces, thinking "OK, this will take this long, this will take..." and completely ignore that it generally takes as long to properly QA a project as it did to write it. A decent QA should be at least an in-house alpha test and multiple rounds of beta test. That's likely why the "take your best estimate and double it" approach arose.
Schedule slippage comes mostly from (1) not understanding the task when you make the schedule (2) not getting the resources you were told when you made the schedule (been there...) (3) people changing the spec along the way. For the last, stick to your guns. Once the schedule has been made and someone wants to change the spec, tell them up front that a change of that type will cost X amount of time in the schedule. They can have the change, but they have to be willing to pay the cost.
i've been in this business as a developer a short 5 years and know that yes, software schedules can be managed. unfornuately, i have yet to see that happen.
the bottom line is that the wrong people always make the decisions about schedules and schedules are pulled from peoples hats rather than based upon real data or experience. schedules are made based upon market pressures and pressures for management to receive bonuses.
if we actually tried to schedule a software project based upon reality....then yes it could be done.
wake me up when its over.
One of the greatest criteria for a good programmer, whether it is the quality of the code, or the ability to estimate a schedule, stems from humility. Part of the problem with people when estimating a schedule is that they thing they are Superman. They think that they are so good that the complex task that is in front of them is trivial. These people tend to have very buggy code as well (normally from insuffient testing). All programmers suffer from this to some extent. I've also noticed that these people tend to never use libraries, since they can write one better, but then use up all their scheduled time rewriting libraries and never actually working on the project.
Personally for me, I tend to do the best hourly breakdown I can and then double it before submission. This is normally not too far wrong (say one week on a 3 month project). The double factor allows for inaccuracies, meetings (which really do take time !), and spec changes. I may add more "fudge factor" depending on my feelings for how well the spec is sorted out and the quality of management (i.e. weak management will allow spec changes every week, good management will filter well).
ANdy
When I estimate, and the resources are there, I usually hit, if not dead-on, then very close. Basically I look how complex the system (in this case, embedded systems) is going to be, and can fairly accurately estimate how long it will take me to complete the program. The 20% sometimes is because things go easier (e.g. I find an OS solution so I don't have to write something) or worse (e.g. the hardware has problems so I can't test). But I can usually see the complexity - number of inputs, outputs, equations (reduced to atomic operations), and how they interact, and know my own "velocity" (See the Extreme Programming series for a larger discussion of something that does work).
But that doesn't help. The first problem is if I say something will be done by January 15th, they will still want it (without any help, tools, extra paid OT, etc.) on December 15. The technically correct estimate is not politically (or in marketing terms) correct.
A second problem is when you are at the bottom of the feeding chain, so if some of your test hardware goes bad, you can't get it fixed quickly, or if they disassemble your test setup every few weeks to ship engineering modules (which aren't replaced) to customers, so you start with the assumption of a reasonable development and test environment, and retrograde to LEDs on soldered leads to check things.
Sometimes this effect is in a different order - I depend on a computer or test hardware being engineered in parallel by another group, so the first test milestone in january can't be done until may when the hardware actually appears. Oh, and the extra time for an emulation system so we could develop without actual hardware was shot down because it was guaranteed to be there in january. I think one project didn't have functional hardware until two weeks before the first ship date.
Those are purely technical, but then there are political considerations. E.g. I'm using the Unix type work environment that exists everywhere free (Linux, Win32 with CygWin, etc.) and GCC but they have been using ideosyncratic windows tools - something not quite completely unlike make as a builder, some other C compiler (it had much better C++ support but C v.s. C++ embedded is another rwar). Some code (non-)documentation and editing tool that isn't integrated (they promise they might do something in a few years to integrate things). So I have to change from a porsche to a top-heavy underpowered motorhome and still try to keep up speed.
Then some higher up doesn't like version control tools. Not even something as simple as CVS. So we can't reconstruct anything other than release images making simple changes or backouts (or integrations) much more difficult.
Why is it impossible to estimate how long it takes to empty a 50 gallon trough with a 1 gallon bucket assuming you can do one bucketfull every 10 seconds? Well, they want it emptied in 3 minutes regardless of your calculation. No, you can't use the spigot so when the trough gets empty you won't be able to fill the bucket. Oh, and the bucket had a hole in it and we replaced it with a sieve. And didn't we tell you before the estimate that you can't empty close to the trough, you need to walk 100 feet up stairs and pour carefully through a 1 inch hole - we haven't budgeted for a funnel either. Oh and...
Estimates are wrong more because the assumptions are wrong (or those doing the calculation are wrong). Or what needs to be submitted needs to be wrong to be accepted - lowest bidder then add cost after it is half done v.s. accurate original bid.
And if the environment is such that you can't control things, something like extreme programming is the way to go since it is flexible enough to accommodate constant changes to function, priority, and staffing. Though it won't work when the problems are political.
I applaud you for knowing what your software is actually supposed to "do" in the real world.
That is the biggest problem where I work. We make a healthcare product, but the vast majority of the people writing the code and specifications have never worked in a hospital in any capacity. A lot of them have never even VISITED a hospital in this country (many are immigrants who haven't been sick in the U.S. yet.)
Who did what now?
XP calls for short release cycles of a few months at most. Do you just bid on the current short release cycle or on the whole several month (or year) project?
XP calls for implementing the highest priority features first, so features that slip past the release will be of lower priority. Do you get paid for a release even if lower priority features slip?
XP recognizes four variables in software development: cost, time, quality, and scope. Of these, one is usually going to have to give. XP recommends fixing cost, time, and quality and allowing the scope to change. It recognizes that requirements are never clear at first, and customers can never tell you exactly what they want. As development progresses, you adjust the scope to match the conditions as you find them. So, following XP, are you saying that you charge a fixed price but change the scope throughout the life of the project? I can see how that can work, but I don't think that's what people understood your post to mean, and it's not what most people consider 'fixed bid'.
We use and like XP as well, though we charge by the hour. I am intrigued to hear more about how you use XP with fixed bids. It seems like it might be a fixed bid for "whatever we can get done in 3x8 man months," though.
(my comments about what XP says come almost directly from Extreme Programming Explained, by Kent Beck).
I forgot to mention the problem of noncooperation from other departments or your own management.
/. right now. I have just one project, and nobody wants to commit to anything.
Many times you will submit documents for approval or ask for input on a subject and they (managers/other departments) will grind your project to halt. I've been in the position where I had 5 projects (a couple major efforts, and the rest smaller projects) yet I wasn't able to actually code anything for about a week and a half because nobody would approve anything.
Come to think of it, thats why I have so much time to troll around
there are 2 kinds of people. those who divide people into 2 kinds, and those who don't.
This is something I recently wrote on the topic:
Schedules for technical efforts at startups are voodoo. Throughout my 10 years, I've watched schedules haunt project after project. Why? I previously thought engineers were optimists, giving unrealistic estimates to please the powers that be. Tonight I just changed my mind. Engineers are literal animals. To the young, unspoiled engineer, the world is a simple and wonderful place. It's the right technology for the right job when you're a young techie. (It's worth noting that once engineers realize this is not so, they become useless, fit only to manage.) When you ask literal people, "How long will a task take?" They budget only what they can anticipate and control. Today, even creating a small 10-line program is a large integration project requiring an operating network, working hardware, correctly configured OS and lots of application software. As the number of dependencies grows, so too does the probability of failure and delay. With each added component in the system the probability of delay through failure increases.
Complicating the situation is the fact most components -- network, operating system, application software -- are invisible due to the forest for the trees effect. Even if you wanted to take into account all dependencies, how do you factor in the failure rate of your DSL line or operating system? Some failures, like user mis-configuration, we assume will never happen again, but due to poor interface and lack of process, they do. Regardless, accurately scheduling the frequency of component failure rates is not possible. The best you can do is pull numbers from your butt, but what good is that?
Established companies, like HP & IBM, mitigate risk by integration of existing technology. Startups, however, develop new technology and do not have that option. A better tool than the schedule, in my opinion, is a priority-based task list with a business plan. Make sure all your resources support your business goals and your goals support the business plan. Schedules, in my opinion, are most often used as tools for budgeting. Do early startups, driven entirely by venture capital, require a budget for the technology development? I don't think so; there's already an implicit budget - the bank account. Every venture-given penny a startup takes is accepted with the promise to the venture capitalist, "We can deliver the technology on time." Therefore, every action a responsible startup takes reflects that promise.
Now, back to schedules as misused tools of the devil. If every action a startup takes reflects the timely promise and schedules determine what is to be done and when, you have problems. Personally, I think schedules used in this manner are only useful to discover just how bad your engineering team is at estimating work time requirements. This all goes back to risk, research and a high number of dependencies in today's technical work environment. Far better, I think, to know when your company needs to acheive milestones to support the business plan and ensure, at any time, the top priorities support the upcoming goals. The schedule is only useful to rate your current engineering processes and not for predicting the future. When it becomes clear the business goals are not being met in timely fashion, it's time to audit the current processes used for effectiveness and problems.
Don't expect to see such an audit at a startup, though. Engineering processes, like "invisible" dependencies contributing to failure and delay, are taken for granted. Additionally, these processes are put in place by the startup's executives. Due to insecurity, most startup executives would rather run their companies into the ground than admit fault.
So what happened tonight? We have an upcoming release of our product next week. Late last week, the CTO authorized swapping out the foundation of our technology with an entirely new sub-system without a means to back out to the previously working system. Given this large, complex system had never experienced either specification or quality assurance, I had doubts the integration would go smoothly. Now, a week later, with days to release, nothing is working. The CTO asked me to collect completion time estimates from the staff after he said to the engineers, "It is too late change our plans, we must finish on time." As I collected the estimates, I knew they were all bogus, supporting the timely promise. After receiving the list, my CTO said, "Items 1 & 2 seem a bit optimistic to me." I bit my tongue and said, "You're right," though I was thinking, "If you're going to be picky, they're all unrealistic."
It can be done, teams do it all the time. It just takes skill, dedication and attention to not-very-fun process.
I got this from a friend, and it works perfectly.
......
:)
take how long you think it'll take, add one, and go up the next denomination of time.
example: 3 days will take 4 weeks, 4 weeks will take 5 months,
it's scary how accurate this is
--buddy
...richie - It is a good day to code.
A simpler solution: Just add 120%.
At one point, NASA could estimate within 5 or 10% of EVERY development project they had running. Of course, they are CMM level 5 - which basically means they have their shit together. Most of everyone else, however, does not. In fact, I would say that the vast majority of projects out there could be considered to be in a state of chaos and I dont see that changing until two things happen: a) the "business" people think through what they REALLY want instead of just throwing a bunch of unformed ideas at the wall and hoping they stick. It constantly amazes me how little thought is given to systems by the very people who have to depend on them. (ie: solid requirements) and b) the developers must start acting like professional developers and not "hackers". I realize that there is a grey area between art and science but too many programmers I know take too many risks and don't think through their analysis. Often times, projects fail because something is not thoroughly analyzed or is not throughly thought out. Don't get me wrong, programmers don't need to be experts in risk management, but some acknowledgement of risk MUST be made by developers nowadays. You can't just go into your corner and code away.
But only AFTER it has been designed. I've been a developer for over 20 years and far too often what is done is that development estimates are demanded before the project has even been designed.
In traditional development projects, typically people KNOW what they need to do before it is undertaken. The contractor starts with a blueprint. It is actally possible to count the number of 2x6's that a house will need. One can make an estimate on the time required to nail one 2x6 to another and then multiply by the number in the house in order to estimate how long it will take.
I've had ignornant management ask on far too many occasions how long it will take to develope such and such a project. Best answer is how long is a string?
Management that has no feel for the problem is the problem. How long does it take to write a book?
Well - I suppose it depends on the book. Just because you can not estimate how long it will take does not mean that books will not be written or that they are not valuable.
I can write a book in a day... It will just be a simple book and quite short... but then did anyone define how many pages a book must contain in order to quailify as a book?
I can write a programming project in a day also. But it won't contain over 1/2 million lines of code. For a complex project... well, when we start to see light at the end of the tunnel, then we'll be able to make an estimate how long the tunnel was.
That is the best answer I can give.
... now if i could just convince my manager that the average time between sunrises is 24 hours she might stop allocating me for 28 hours days (12 hours/day working time)
For example, in late 18th century a lot of iron bridges in England and US failed, because the science of metal fatigue was not there. Should the engineer's have not built those bridges?
Similarly, today there is no science of software development (there are just little things here and there that are well understood) so the software engineer has to hack to build the systems that people want.
Someone said that "A scientist discovers what is, but the engineer builds what never was".
...richie - It is a good day to code.
Software development is a science in the normal sense.
Have you ever tried to do scheduling for lab or theoretical scientists? No?
It takes variable amounts of time. You just don't know when the breakthrough will come. You can make estimates, of course, especially when dealing with relatively routine kinds of things like drug testing, where there's a huge history to base your time estimates on.
But, c'mon... hard science does not lend itself to tight scheduling. Probably even less than programming does.
The poster who pointed out that when you're coding for an unfamiliar environment, estimating is rough, is exactly correct. That's why (for example) I can make pretty good estimates for how long it's gonna take me to code something on an OS like VMS that I know extremely well, while my guess for something like Windoze programming is going to probably be way off.
But that also applies to groundbreakers. When you're coding something really new (which still happens, yes), it's hard to guess. Reason? You're looking for the breakthrough, just like the chemist.
my old sig used to be funny, but then slashcode ate it and now it's not funny anymore
PM: How long to do this work ? :) I only want a rough guess.
ME: How about a spec ?
PM: You're kidding
ME: Roughly 6 weeks.
PM: Nah, too long we'll never get that past the customers, lets call it 4 weeks.
ME: Not again remember what happened last time, you chopped my estimate ?
PM: Don't worry I won't hold you too it, this time!
PM: That work finnished ?
ME: NO, two more weeks.
PM: You said 4 weeks, look here it is in the plan.
ME: I said 6, You said 4 weeks, and that you wouldn't hold me to it.
PM: The only thing I can fault you on is your estimates, they aren't very good.
ME: You £$%&* git !!!
And practically every project manager does the same thing.
Why engineer failure into the plan ?
In a well analyzed and properly planned project, you still can't tell when the compiler (or interpreter or virtual machine or web server or database server...) will suddenly manifest an unknown bug and you'll have to go scrambling for an alternate way of doing things.
From many years of coding and project estimating, I can say pretty accurately how long a project will take (assuming it's largely known methods and tools) before starting, but I've also learned to add a pretty large fudge factor. The pre-fudging estimate is usually pretty accurate assuming nothing goes wrong, but something always goes wrong, and all I can do is hope that the fudge factor is big enough to cover all the times things go wrong on the project.
If you can plan your projects to the point where "the actual coding stage is little more than data entry", you're obviously never innovating or doing anything really creative.
About the only thing I haven't seen mentioned is phasing. If you have a huge problem, cut it up into pieces...
Release 1: Architecture + a tiny bit of functionality
Release 2: A load more functionality
Release 3: All of the functionality
By the time you get to later releases, great chunks of the system are robust and tested. Release 1 is the danger point - so make it as small as possible (while still being useful). When you get to Release 3, you know how long it will take to implement each function point (or however you measure it). Trying to do something complex in one go is much more likely to fail.
Add to that:
1) Robust change management. When the dude from marketing comes down, you need to be in a position to say "OK, you can have that feature, but it will take an extra month, and cost another $1m"
2) Development architecture (i.e. when the environments get hosed, you can be back up in minutes not days)
3) Metrics and reporting - so you know you are late a day after it happens
4) Decent planning - go in on 7 hour days, 5 days a week. Also highlight that you will need 2 servers etc for the performance testing, rather than getting people in at night.
....and you have a manageable project. Obviously this is for projects that are known quantities (e.g billing, mortgages). Anyone doing research or real cutting edge development has a much harder job.
There also seems to be a professionalism problem in software development - programmers often deviate from the project spec to add things that they want to add, just because its fun for them, with no regard to the impact on the deadline or whether or not the feature is required and/or even useful for the project. Project deadlines for bridges would also often slip if some of the engineers kept deciding halfway through that it "would be cool" if the bridge pillars "looked like giant penguins" or something. "Real" engineers have the professionalism to realise that they need to stick to the spec. With software its not quite so clear that you absolutely have to, so (unprofessional) software developers spend too much time near the beginning of the project adding fun, cool, useless things instead of concentrating on what needs to be done. Then for the last two weeks before the deadline SOMEBODY ELSE (usually me) usually ends up picking up the slack and working 16-hour shifts to get the program ready for delivery.
I keep having fights with one of the developers here, who is a good programmer, but he has *no* concept of deadlines, time, or priorities. Even the *management* have started multiplying his development time estimates by a factor of three (its usually the other way round!). He's always like "I'd like to add this", or "it would be really cool if we had this feature", or "but we're going to need this eventually anyway" (for future future projects that don't exist yet). And its always "it'll take less than a day", or "it'll only take a day or two". And it ALWAYS takes several times longer than "a day or two". And these things add up, he just doesn't see it, a few days here and there soon add up to a month or two. I can't get it into his head that even if it "only takes a day", as he insists, that thats one day that we don't have to spare, we're already running late as it is. Its simply not possible to add features without pushing your deadline further back, and he just doesn't get that. Its unprofessional, and its frustrating.
My biggest problem as project manager just seems to be getting people to work on what they're supposed to be doing. It doesn't help either that my manager keeps finding other things for the programmers to do. Some of the developers are professional, and will just focus on doing their jobs without requiring nanny assistance, but some of them you seem to need to check up on several times a day to make sure they're not doing the things they *want* to be doing. I shouldn't have to do that.
It'll take between 3 and 4 quarters
As the project goes on start doing it more precise
It'll take 9 months
And later:
it will be finished the first or second
week of october
and so on...
Many developers are very cavalier in their estimates. They will say it's a piece of cake and that they can do it in 2 weeks. Then, after 2 weeks, the back peddling starts. There's alot of cocky developers who under-estimate projects. Management comes to expect this. If you say you don't know how long or tell them 3 months, they give it to the guy who says 2 weeks. So after a couple rounds of that, you say 2 weeks also.
Wansu, th' chinese sailor
I agree completely. You can't do it as a voluntary poll. It has to be randomly sampled.
we let the canadians play too.
And they suck
The paper seems to say that software development is like the halting problem. You can't tell if a program will halt or not without essentially running it. You can't tell how long it will take to write something without writting it. However, a short program like:
for i = 1 to N then
x = x + 1
next i
can easily be shown to halt in less time than order N.
With software development, it is the same. If you break down the project into small pieces, you can analyse the pieces and add up the estimates. Many of the pieces will be familiar, so the estimates are faster than doing them from scratch. For experienced estimaters, this should be most of the pieces. The real problem is that people make mistakes, and miss pieces. Missed pieces invariably require more time.
Estimation is overhead. At some point in the estimation of any project, the cost of refining the estimate is larger than the cost of adding padding to the real project to cover these details. This is reasonable, and is a good justification to limit rigor in estimation. But, it can lead to missing important details that will take a long time, degrading the accuracy of the project.
The paper also seems to concentrate on the largest projects. But large project are most often just the integration of several smaller projects. Small projects can be estimated. Integration of small projects, especially those designed to work together, can be estimated.
The paper talks about projects where the goal is something that has never been done before. In my experience, this is extremely rare. But here, I agree that estimating progress is extraordinarily difficult.
Of the projects that I've estimated, only a small fraction have turned out to take longer than the estimate. In a small fraction of these, some aspect of the task escaped the estimate. In the vast majority of cases, something was changed that violated an assumption. This might have been scope creap or change, change in personnell, or delay in some external factor. This is life in the software business. In many cases, a clear contract can keep everyone honest and eliminate these sources.
No one likes it when a billion bucks is spent and the partial results are thrown out. It nearly always turns out to be some well known phenomenon.
Ford's current practice is to keep the budget constant, keep the schedule constant, and in a crunch, discard functionality. The customer has input on what gets discarded. Often, discarded functionality makes it into the next phase.
-- Stephen.
I've seen it time and time again:
- Some guy is the best coder in the whole company yet still he will accept totally unrealistic deadlines and work late hours to try and finish it on time. Worse, if he does suceed, he's reward will be even more unrealistic deadlines for the next project.
- Very competent people keep working on the same job for years on end, earning pennies, while the guy next door is total crap and makes twice as much
- Some people are constantly interrupted by costumers or collegues with the sort of stupid questions that they could've easily figured out themselfs, if they weren't so lazy. (I call this one the Good Guy Sindrome)
What's wrong in all these cases?Lack of negociating skills. For example:
It is possible to accurately estimate how long a project will take. The problem is you can only really do this if you have done something very similar before. It comes down to experience within a given project domain.
Once you developed your third payroll system, with the same development team, you can pretty easily estimate how long the fourth one will take. This does not however mean you can accurately estimate how long it will take the same team to develop a fleet maintenance system.
If you haven't done it before you can not provide an accurate esitimate.
The real problem with software schedules is that most managers won't believe the estimates that software engineers give them in the first place. When you've been around for a while, you have a pretty good handle on how to estimate things. If you come up with an honest answer, 10-to-1 the manager doesn't want to hear it, and wants something earlier than that. I usually revert to the "When do you need something", get the info, and then tell them what features we can do within that timeframe. If they want more, it'll take longer. If they want it faster, they get less features.
At the least, this should include documenting what the change is, why the change is needed, who the change is for, what the impact on the final cost will be, what the impact on the schedule will be, and approvals for the change from the project management on both sides.
The group I used to work for used to do fixed-cost bids without this, and it worked fine until we had a combination of a customer who didn't know what they wanted and a project manager who didn't keep control on the customer requests. We kept the customer and actually had a good relationship and multiple projects with them for several years (until they were swallowed whole), but that particular project was a mess.
fencepost
just a little off
A couple of posters asked this question above: How do we reconcile XP short develop/test cycles with a fixed project plan + bid?
The answer is simple: During the planning and estimate parts we focus on defining the problem domain and a set of solutions for it. We don't focus on too many implementation details.
XP techniques are applied to solving each specific problem found in the requirements. For example, the problem may be something like "how do we decode this math-intensive file the fastest?". There usually are two or more answers to such a problem. First we define an interface, then we try two parallel, different solutions and try both. The one that meets that criteria best wins, and we move on to the next problem.
The thirst for features suffered by some people is often the result of poor design choices in the beginning of the project. If additional features are required, and the analysis was done correctly, you'll find that these new features simply extend solutions you were already working on (or solved). Thus, XP comes to the rescue again by letting you add the new feature without throwing the schedule out the window. Think about it: If a new feature forces someone to re-write a whole system then something must've been overlooked during the requirements analysis phase.
The most important part of this process is not to start coding and testing until the business requirements are clearly defined. We've been guilty in the past of coding before understanding the problem completely; we try to avoid that trap now. That is probably the single most relevant cause of software project delays.
Cheers!
Ehttp://eugeneciurana.com | http://ciurana.eu
I've been developing software professionally for the past couple of years and the most important thing I've learned is that large projects are 95% planning -- coding 'from the hip' only works for the simplest of projects.
The most important assets a company can have is a good system for scheduling software and an experienced pro at the helm.
The problem I have usually observed with scope and cost estimations is that they're usually done and signed off on before a programmer is consulted, and in cases where this isn't true, the programmer is usually some sort of generic programmer/manager type person who isn't expert at any of the specialties that will be required to complete the project.
Once the programmers get their hands on the project, they discover that they're being asked to deliver the moon on a silver platter, carved into nine pieces and wrapped in a red velvet ribbon, to be delivered next wednesday.
I can't remember how many projects I've been handed which I immediately looked at and said "this will go past deadline and over budget: who estimated this thing, anyway?"
I even remember one where the schedule had all programming scheduled concurrently with the design and planning, so once we had a spec for what we were going to do we were supposed to have it done already. Design and planning changed constantly, so I didn't get to start programming until I was supposed to be finished.
In the end, what I'm saying is that problems in delivery (past deadline or over budget) are usually because appropriate programming team members weren't consulted for an estimate in the first place, not because they estimated badly.
For the US Census we ran a CMM level 5 shop. (I was with Lockheed Martin at the time, the same company who works on the Shuttle code). Our code development ran a bit slower than you have experienced but should expect with inspections and feedback. But once the system was deployed, it worked. And mostly on budget and just a hair behind schedule (see next paragraph).
The big problem was feature creep. The government figured (correctly) that a few thousand dollars in additional development effort would save on personnel--as it was we had about 8000 operators in the system at the end. So new requirements were coming in all the time. The total bill for the new features ran into the millions. But they were kept in control with processes.
Working on the Census convinced me that applying professional engineering concepts to software development actually works. When people say "software is different" I feel that they are so stuck in the last century. And in the end, it's a cost savings to do the right thing. You just need to convince the PHBs (which is the hardest part).
I agree with your major point that a majority are students or recent graduates. Certainly there are a significant number of people with significant experience. Unfortunately there is no way to separate the two and a poll would be clouded. It'd be good to see one though.
So long and thanks for all the fish . . . !!!
Now I'm never going to get the horrible image of that serious book cover out of my mind...
"They didn't want it right, they wanted it Wednesday."
"If you're not failing every now and again, it's a sign you're not doing anything very innovative." -- Woody Allen
Underestimation as a Marketing Tactic
AKA "Vaporware". Even if marketing knew when a product would be shippable, a particularly cinical marketing department may claim it to be earlier, thus freezing competitor's development.
Lack of Feedback (Moving Targets)
Software engineers are particularly bad at estimating because they have never done what they estimated. They are given a large project, give a large estimate, start working on it, and the project changes in the middle in a major way. This is a moving target; the estimate no longer applies. Major law of software development: You cannot change the spec or the development team on the project without impacting the real ship date. If you don't re-assess the estimated ship date, you are simply fooling yourself. Thus, they don't have any clue whether they hit the estimate or not. One way to defend against this is to break the project down into bite-sized pieces and estimate them; a small piece gives you a chance to do precisely what you estimated. Once you have that, you can have somebody track your estimates, and come back saying something like "On average, you go one third over your estimates. Add a third to your estimates from now on, and we'll be accurate".
Management Estimates
Often, engineers don't do the estimate. The management or marketing people tell you what must be done, and how long you have. Sometimes this is done explicitly; other times, management may have a number in mind and shame a software team into agreeing with it by laughing off any number that doesn't match theirs. Business people often negotiate the ship date with the geeks, like any negotiate with any other vendor. To a suit, vendor negotiations are how you determine the "margin", or how much the vendor is making (like when you buy a car, you and the dealer come to a number that determines the dealer's margin). This doesn't work in in-house software develoment because geeks hold back precious little "slack" or "margin" (they don't get paid profits, they get paid salaries); in a decent shop, geeks program at flank speed all the time and always give the project 100%.
See Ed Yourdon's Death March or any of Ward Cunningham's Extreme Programming books for more details, and ways to avoid the above traps. Yourdon suggests that the head geek has to take a hard stand in scheduling to prevent business interests from setting both the project spec and the ship date. He especially tells you never to negotiate schedule, and to help the suits understand why you never do. Whatever number you estimate doesn't affect the actual ship date, so playing with that number is simply fooling yourself.
Extreme Programming actually has a "planning game" (sort of a ritual dance) which places business interests and geeks on the same side of the table. Two big rules are "The geeks may not reject any part of the spec" and "The suits may not reject any part of the estimate". Once the suits set the spec, both teams break it down into pieces-parts, line them up in order of what gets done first and the geeks give their estimates. From there, the suits can choose the ship date (and can instantly see how much product will be ready by then), or can choose a certain amount of project completion (and can instantly see the ship date). The fun part about this method is that the suits can change their minds at any time by changing, adding, or removing pieces-parts, and can instantly see how that affects the ship date. The other fun part is that breaking up the project into pieces-parts allows developers to do a (small) project they estimated. This allows people to track estimated versus real time, and to give developers feedback that lets them make better estimates. Such a team will start off with bad estimates like everybody else, but they will be able to improve rapidly.
--The basis of all love is respect
In order to write such detailed specs to the point where the coding is trivial will take a lot of time. Is the proposal meant to be developed on one's free time, and hoped that it is amoritized once the project is landed? Many companies bidding on gov't projects really get annoyed when then lose the project, yet have the winner review the other proposals for better ideas.
To email, do the obvious.
"Suffering" from it right now, AAMOF...
1. Programmer comes up with new system in spare time while learning a language. New system, if polished, would actually make a nice application to sell to current clients. Programmer is excited, and shows "product" to highers-ups.
2. Higher-ups are excited, can see it may take a bit more work, and look into what it would take to get it to market. They tell sales and marketing to go see the programmer to have him demo it to them.
3. Programmer is excited, shows it to sales and marketing. Sales and marketing love it.
4. Months pass. Unbeknownst to the programmer, sales and marketing have sold it to a client, as part of the contract, to be a finished package by the end of the year - OR ELSE.
5. More months pass - higher ups finally tell programmer, and others, that this new system is wanted - and oh, BTW, it is wanted in Java - not in the VB it was shown it.
6. Three months are left to complete the project. Original programmer knows little Java. Other Java coders know little Swing. Architecture of app is changed from a simple app to a three-tier client-server system. Only two other coders have sufficient Java experience to code on it. The lead of the project knows no Java, and only takes notes at meetings.
7. Twenty-one days until deadline (ie, it has to be in QA in 21 days) - everyone sweating bullets knowing it can't be done. Oh, and BTW, at every meeting it seems like a new section not planned for is realized...
It was an ad-hoc system, and it is progressing as an ad-hoc system - a system that should have NEVER been shown to marketing and sales. I am not the programmer who originated it, but suffice to say it is a system that will be nice for our clients once it is completed. Fortunately, it sounds like things will be able to be smoothed over if we miss the deadline...
So remember, all you budding coders out there - if you create something in your "learning" time - don't show it to anyone BUT other coders. If marketing and sales come around, have them sign an NDA promising not to sell it or something - you don't want to release a product to market before it is done - quit "selling" vaporware!!!
Reason is the Path to God - Anon
Now, this paper makes a hell of a lot more sense to anyone who's read Hofstadler's Godel, Escher, Bach, but I suspect that many, even most, Slashdotters have read this one.
What makes the paper irrelevant is that we don't use formal systems to estimate software. We use our own head. We use hunches. We use intuition. These things are informal systems, capable of forms of reasoning that no formal system can achieve. That's what Godel proved.
The paper is saying that you can't take a spec, give it to an estimator program, and have the program write the estimate. You can give the spec to humans who write estimates for parts of it, feed that into an estimator program (like a spreadsheet), and you can get an estimate, but you simply cannot remove the human from the loop.
--The basis of all love is respect
How come this was moderated as a 1? Geez.
In a project bidding phase, Of course it is like manufacturing, but you only make one [or few] copy of product. Yes, Windows sells millions of copies, but there are millions of products which sell only one copy. The manufacturing project which most closely resembles this is the Apollo project. The USA developed an industry which was costing $14B a year in 1968, but only $1B in 1973. The cost of development fell once the process was established and the industry established. But we were no longer working on Apollo by 1974. That works well with gov't money, but ask someone else to take that gamble. If I develop a project for one client, and then can't sell many copies of it, I can't amoritize my costs over multiple projects. Its like saying I developed a project for dB2, so all I have to do is calculate the costs of changing the database to Oracle, and hence can sell to more costomers. Well, to change it to Oracle is going to take up 75% of the project, so I might as well start fresh all over again. Maybe I hate the GUI anyway, so I might as well redesign that as well.
The article presents an interesting arguement for why a completely new software project must have an arbitrarily large upper bound for time/quality estimates and can have no lower bound.
But herein lies the rub -- exactly how many software systems are "completely new?"
Damn few!!
The average software project in an average industry will be primarily a repackaging of previously solved problems.The majority of integration tasks will be sufficiently similar to previous integration tasks as to be known.
You will be left with a small number of "sub problems" which are unique and new. But now we have a situation where the caveats of the article are very important. Specifically, if we have decomposed the programming tasks to a sufficient degree, it should be the case that the estimation is tractable.
Also, it should be noted, that the author assumes that a good estimate is one obtained through formal methods that is objectively defensible. However, in project maangement, a good estimate is defined as one that is believable and acceptable to all stakeholders in the process. The method for obtaining the estimate is not important.
Moreover, good project management will include some significant up-front analysis. One common (at least common to companies with good PM'ing track records) is to run "monte-carlo" simulations of project work with large variances in schedule-v-actual work. With a run of a few thousand simulations, those processes that are most important to the time and budget performance of the project.
These "key" work packages are often non-obvious without this type of simulation work. However, with a good work breakdown structure and a good simulator, it is possible to generate a reasonably accurate picture of project performance based on what is not known.
This means that in the "real world" of business, the article's claim is irrelevant!!
We don't NEED objectively defined and defensible estimates. Instead we need estimates that the project stakeholders (which includes the people doing the work) can agree to.
We don't NEED our estimates to be generated by formal methodologies. Subjective estimates backed up by years of experience are just as good, and often better, from a planning perspective.
This whole article strikes me as another programmer trying to show how dumb the business people are. Hey folks, good business people KNOW that estimating is hard and that it isn't objective. But just because something isn't objective doesn't mean it can't be done well. It is possible to build models that compensate for unknowns if you can do enough decompossing of the problem to limit the unknowns to a well defined, small manageable few.
So, in the view of this PM, this is all just academic and has no bearing on the real world.
I believe there is a way to estimate project time, but of course it is a learning process, experience matters and refinement of estimation techniques is the process.
In reading a book called 'Your Money or Your Life' - don't remember the authors (try Amazon) they talked about tracking fincances, and figuring out where the money was going had to be done before being able to plan for savings or doing what you wanted in life rather than letting bills, banks and credit cards run your life. You have to track your money before you can figure out how much it costs to do certain things, and before you can reallocate it to get the best bang for buck.
In reading a book called 'Introduction to the Personal Software Process' but Watts Humphrey he talks about first tracking accurately pretty much every minute in every day, each week and figuring out where the time is going before you can reallocate to important tasks. The major outcome of this is of course putting your time where it matters, and being able to figure out how long certain tasks and projects take based on history.
The lesson is to: watch what you do accurately, categorize and analyze, set your priorities and goals to reflect what you want to accomplish (project, product, whatever), plan and repeat until you know fairly accurately how long specific tasks in each project take, and how long certain projects take.
This way you can work on decreasing production times, work on important tasks first rather than leaving them to 'whenever' and determine where time is being wasted.
I think it is totally possible to estimate project times this way. It can be done if you are willing to put in the due diligence. If not, hey take a guess and multiply it by two -- then make up excuses until its done (way less stressful I'm sure).
m
My impression is that while art projects are sometimes late, they're no worse than any other mature industry.
So the argument that "we're late because we're artists" doesn't seem to hold any substance.
As silly as this paper is, most responses to it are off-topic. What he is trying to show is that there is a good case for saying there is no general, algorithmic way to estimate how long it will take to do a given software project. What he isn't saying is that you can not make reasonable estimates on a given project.
Another reason that developers tend to underestimate development time is that they tend to have very healthy egos when it comes to technological issues. Again, when facing the complexity of modern code and systems, this is probably a healthy defense mechanism.
But when you couple all of this with a management that wants to believe deflated time estimates, it's no wonder that most project end up taking more time than initially thought.
That is all.
The best tool for correct estimates I've found is the salary. I estimate in days rather than hours.
Watching Cowboy Bebop in my jammies, eating a bowl of Shreddies.
2-3 times is a pretty high multiplier, but there is a lot of merit to your comment. Here's a related hyptothetical question. You have a 5-month project. How do you spend months 1 and 2?
A) Detailed requirements and design work. Endless meetings. Lots of documents. Little or no code.
B) identify key requirements (highest value to customer) and implement them; provide working version 1 of the system, with modest documentation and simple code.
I've done some of each in various roles I have worked in. Nowadays I do a fair amount of work for my own clients, who seem to prefer option B.
The value of option B is especially obvious in an outsourcing situation. It's much easier to snow a client with an almighty thud of documentation than with working code. Therefore, with option B you know much sooner if your outsourcer is incompetant, so you can fire them if needed.
One of my former coworkers had a relatively accurate method of predicting schedules using a Magic 8 Ball. For example:
"Will this project be done in 8 weeks?"
shake "Outlook not good"
"OK, how about 12 weeks?"
shake "Maybe"
"Hmmm. Let's make it 15 to be sure..."
shake "Yes"
"Yep, this project will take 15 weeks."
And it really annoys managers when they discover that you used a Magic 8 Ball, and then it confounds them when it is right...
Several months ago, I printed and posted in my work area one of those little quotes that appear at the bottom of /. pages. It conveyed what typical non-technical management or client so consistently fails to understand.
"One cannot guess the real difficulties of a problem before having solved it." Mathematician Carl Ludwig Siegel.
Most managers demand "estimates" but only allot time and resources for "guesses".
It is often their failure to understand the nature of the work and what can influence it positively or negatively, or at least to listen to those who know. The problem starts when they do not provide intelligible/coherent/complete specifications and then don't have the time/patience/wherewithal to sit down and flesh out the spec. I try to pad and qualify my responses in detail (usually in writing), stating such things as the assumptions that I made about things in the spec and with boilerplate like "assuming no changes to the existing spec, availability of resources", etc. But it usually gets overlooked down the road when they allow or apply influences (spec. changes, resource changes etc...) that negatively affect schedules without accepting responsibility for schedule slippage.
I have also worked for an organization attempting ISO9000/9001
I know which one I preferred, because ultimately the 'macho' trading floor style developement method is pure BS, and ultimately unrewarding (spiritually). However, otoh the hack and slash of the trading floor job paid a hell of a lot better. I am not sure if that was directly related to the lack of process overhead cost though.
The amazing revealation of process is that it works. People who think they are exceptional, and 'creative' (the Code is Art brigade) do not like it, but you cannot argue with the bottom line.
In short: quality software costs money. But crappy software costs you more in the long run.
I find it funny (more sad, really) that you imply that Engineers would solve all software problems.
Software IS NOT LIKE A PHYSICAL SYSTEM. Can you just make a copy of a skyscraper once you've built it? Restore it from tape backup when it crashes? No.
I'm a little sick of the attitude from engineering schools that they can do everything better, no matter what.
My experience, working with engineers in past jobs , is that they write HORRIBLE code. (No flames please -- I know perfectly well that there are some very capable coders out there who are engineers.) The engineering faculties in my city turn out coders who write everything in FORTRAN, regardless of what language they're actually using. I've had to clean up their mess on more than one occasion.
Once, the mess was so bad it killed the company -- these 'accredited engineers' had screwed around with their crappy code so long that the project was over a year behind schedule. I was a junior programmer just signed on to the company, so my opinion of the code wasn't listened to until it was far too late.
I currently work at a college in the Computing Science department. The labs I supervise are primarily for CompSci students, but the Engineering faculty also has its own programming courses which are taught in the labs. It's strange that the Engineering faculty has its own programming curriculum -- I suppose if Engineers aren't teaching the course, it's not perceived as being 'good enough'.
The irony is, they're teaching horrible coding techniques -- global variables everywhere, cut-and-paste repetition of code, procedures with 8+ arguments, using float types for looping variables, you name it. It pains me to see that the students are being taught such crappy coding by their instructors.
I don't believe Engineering programs should teach any programming. Engineering faculties should swallow their pride/attitude and let the experts -- Computing Science faculties -- do it.
Would the Engineering faculty of your local University allow the English department to teach students how to build bridges? I didn't think so.
...otherwise, the project completion time will ALWAYS expand to fill the "maximum" amount of time allotment, and then some. Check out Eli Goldratt's Critical Chain for an outstanding explanation, and a practical remedy. You CAN meet software project schedules, but the way to do it is NOT by padding your schedule. Check it out.
This is hardly something new. Interpreted typeless languages work very well for small programs, especially those which address system integration issues, i.e. mostly string processing, not much complexity, short execution times, few error conditions, and much calling of external programs for specific actions. Statically typed languages, which are generally compiled, are what you want for very large self-contained or homogenous systems.
Exactly. That's why most software engineers who have to make these kinds of decisions ignore topics like this on Slashdot. ;-)
No Silver Bullet In any case, software engineering is still ill-understand and fundamentally "fuzzy". People have unrealistic expectations about how software can be retrofitted. Despite out best efforts, I do not see software cost estimation becoming more precise in the near future.
Ofcourse, if you do 99% of the software development without coding, and then do clean room development for the coding, you may be able to estimate that phase fairly well. But, the overall project will still take a very difficult to determine ammount of time as a whole.
Randy.Flood@RHCE2B.COM
When I was working for my uncle who's a contractor and runs a small contracting company.
In this tiny street we were hired to replace the sidewalk since it was basically ruined.
Well, after we ripped the old one up we discovered that the soil had to be replaced as well (it was clay-like sand and just plain mud) or else the new sidewalk would break into pieces as soon as temperature goes below 0 Celcius.
As we were digging up the old soil the civil engineer came to take a look and came to the conclusion that the hot water pipes needed to be replaced as well.
And just as we were escavating more soil, to make it easy to remove the hot water pipes.
The power company then came and decided to lay down a new cable, they were followed by the phone company that decided it would be a great idea to put down new pipes for pulling cable through, for future accomodation.
Now, that project was only supposed to take a maximum of two weeks, started in early September and was still going on when I quit at my uncle's company in late November.
Moral of the story in case you didn't feel like reading it. It's not just the software industry that suffers from shortsighted decisions.
Someone posts what appears to be a perfectly sensible comment, but one that is critical of a large part of the /. readership. It gets modded up 5 times, but then marked as "troll", "flamebait" or "overrated" 4 more. Gee, I wonder who modded it down... ;-)
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
Quality, Resources, Scope, or Time. You can pick any three you like.
eXtreme Programming is one solution:
http://www.xprogramming.com/index.htm
-- Each tock of the Planck clock is a new world and here we are still life. --
More specifically, the paper shows that Program size and complexity cannot be objectively estimated a priori.
Development time cannot be objectively predicted. Absolute productivity cannot be objectively determined.
Even approximate estimators are suspect: there is no estimator that produces a correct fixed bound on the complexity of all programs
enough said.
"You tell me the month, I'll tell you the year"
sulli
RTFJ.
Programs are *never* done. They can be (and are) improved perpetually. Ask any government contractor.
When asked if you can crank code for an unreasonably-scheduled project always say - "Yes! I can do that!" Then drop the hammer as to what it will take as far as resources: software, development tools, development servers, contractors, outside consulting, overtime and just plain time. Also, insist that if all of this is not provided in a timely manner then the project finish date slides to the right - non negotiable.
Do this, and you are never the bad guy: the guy who insists that the job done can't be done. In fact, you are the guy who had a plan and that was optimistic: it was dumb management that refused to come through with the resources and destroyed the plan!
One thing most important before you begin: you must have a realistic plan, you must have it documented (shared with management) and you must stick by that plan. The plan should be granular enough so that changing the requirements somewhat can be reflected immediatly in the plan. The plan should also highlight the most difficult coding and make it the most time-critical element; everyone must know beforehand what coding is spam and what coding will take the real work.
If someone doesn't give you the resources your project needs, update the schedule and distribute to management immediatly - show them the immediate impact someone's neglect is causing.
Do this, and people will be more reasonable with you.
In my limited experience, the problem is that the "coding" is relatively easy and can be likened to engineering. The problem is that the team doing the coding normally also has to do the following:
1. Setup the process and all the tools required to support it
2. Interpret/Interview and write the specifications
3. Fix old software the engineers worked on that broke
4. Figure out why simple things don't work like the documentation says
5. Try to figure out why the manufacturer of the tools left out essential features
6. etc.
These numbers are left out of the estimate. And dominate the time.
That's the real problem. At least in most smaller companies.
Also one should note that a large software package is more like building/designing an new airplane than building a building.... just a thought....
Yep, there's a deeper problem, and it's very simple. Suppose your manager asks you for an estimate, and you say "six months" because that's how long you think it will take. Your manager works out that the project will not succeed if it takes six months, and asks you if you can do it in four. If you say "Yes", you have just become a statistic.
Saying yes does not mean that you can do it if you couldn't before, it just means that you have lied to management, prevented them from doing their job properly. If your project would take six months, but it will not make money if it takes six months, then you simply should not start that project. Failing to realise that simple fact is the major cause of late/failed projects, IME.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
So right.
Problem #1: Programmers are anarchists. They don't like to be told what to do.
Problem #2: Managers are pushovers, and let customers change anything up until the due date.
Paul Robinson <Postmaster@paul.washington.dc.us>
The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
In my experience (college dropout) the most valuable thing you learn as a student is how to estimate time of completion---
I can get this lab done in 10 -- 1 hour segments in class or put it off two weeks and get it all done in 8 hours the night before it's due.
Software engineering is like any other kind of engineering. You *can* create a realistic schedule that you can follow. I have worked on a large number of software projects. Some hit their dates, others did not. I have identified certain preconditions that have to be met if you want to hit your date. (Not that these are profound, pretty much everyone would agree this is common sense stuff -- it's just that often times conditions aren't met which causes late projects.) First, the customer (whoever if calling out the requirements) can't be changing the requirments insanely. This one should be obvious, but I've experienced a large number of situations where management changes the basic premise of what they want regularly and are surprised when this impacts the schedule. Any external dependencies have to be met in the timeline called out in the schedule. I worked on a project where we had to deliver a server that talks to our customer's other servers using a proprietary protocol. The customer asks, "Can we have it by x date?" Our response, "Yes, if you can give us the documentation to your protocol and access to a testbed by x-y date." They delivered their end of the bargain (extremely) late causing us to be late. ("But you said you could hit the date!") Go figure! The third precondition is that the program manager should not be an idiot. This person needs to have the following characteristics. They need to be very technical. People who are former developers usually do okay. As a rule, people whose total background is as a marketing assistant or a receptionist(!) usually do not make good program managers. (The receptionist I had as a PM didn't do too bad because she understood that she didn't know anything about it and let me - the lead dev - call the shots.) This person should have been around the block a few times and should agressively track down any risky issue or "gotchas" in the process as soon as it is uncovered. This person should be tenatious in doing this. If you have those three preconditions met, then typically you can hit your date.
Avoid Missing Ball for High Score
With a little over 20 years experience of managing very large software projects for Fortune 500 companies I can identify the root cause for the spectacular successes and the colossal failures: Scope Creep.
If the business requirements have been properly defined and management discipline exercised to keep within the original scope, every estimate I've developed -- using a variety of methods over the year -- has been successful. But those instances where the specs continually change, the business requirements are "discovered" along the way and/or new requirements are added to the mix are all failures. This has been true whether I've led teams doing something "no one's done before" or the "same old thing" again.
Kudos to everyone here that has posted information on the REAL solutions in the form risk management, scope containment, good old fashioned discipline, and the like.
+-+-+-+-+-+-+ "I don't know what's wrong with you, but I'm quite sure it's hard to pronounce."
Yes.
It's called ``TeX''.
I have come across essays which question the CMM, but nothing so definite as a 'study' that empirically contrasts results at different levels. Do you have a pointer or any other info on these studies?
Did you read the article? It specifically quotes the CMM (one of the quotes on the first page).
The CMM made some silly claims early on. I believe they have toned down their claims since then.
In my web development I've found that breaking an application out into small pieces and estimating on the peices was effective. Writing a complete spec is also helpful before coding to work out a datamodel and pageflow before any code is written. This makes it easy to identify on paper where code can be reused. The spec is also a great tool for understanding the application fully. By the time I sit down to type all the real thinking is done. Standard items are very easy to estimate now that I've done them many times and have library code to work from.
Kind Regards, Phillip
...bim...but I think they should be using resource-bounded complexity measures. Otherwise the size of a formal specification (in Z say) would be a reasonable estimate of the size of the system, and software engineering would be good science after-all. I think claim 1 should probably read "It's not possible to feasibly estimate the size of a feasible program for..."
I realize that comparing software development to Engineering is common, but is it really useful? Accreditation is somewhat useful in constrained engineering domains, but for software developemnt accreditation is not really a useful goal. After all, what does an embedded systems developer need to know about PL/1?
Yes, we could make the coding stage little more than data entry (or more likely generate the code from CASE tools and models), but that would just shift the problem. Getting the requisite level of detail into the development language of choice be in C or UML requires skilled, talented practitioners. To get these, we need to consider the metaphors we use.
Software Engineering doesn't really work as a metaphor for software development because few developers really understand what an engineer does. What we need to do is find an alternate metaphor that allows us to think differently about software development.
I prefer a Software Craftsmanship metaphor. Imagine trying to get a craftsman to produce a detailed estimate for a 10+person-year project without giving them sufficient time to investigate the project. They would laugh. What do software engineers do? They plug numbers into COCOMO models and come up with an incorrect number because the requirements are not even understood. For some reason we have forgotten that creating good estimates takes time and costs money, and even then you have to validate the estimate against the performance of the project team.
Please find something better to replace the worn out Software Engineering metaphor.
Author, "Software Craftsmanship The New Imperative" Addison-Wesley (C) 2002
There are two major problems, the first being that the users don't really know what they want
Could this be why projects keep failing? "We" all claim to recognize that "they" don't know what they want or need. But we go ahead and estimate it and develop it anyay. If you haven't convinced yourself that "they" know what they want, or even better helped them to figure out what they really want, then you're not ready to start development.
To beat the construction analogy horse another inch beyond its life: if you're a contractor and someone asks you, "How much to build a house," you wouldn't give them an estimate. You'd talk to them until they had narrowed down what they actually wanted.
Nope, no sig
As soon as I read the headline, it was as if a great epiphany had hit me in the face. Another way to think about this is to model the "Software Specification" as an input tape to a Turing Machine (programmers). To estimate how long this project will take requires that one know if the program will halt. Of course, the only way one knows if the program will halt is to emulate a Turing machine running the same program and seeing the new program will Halt. Since this cannot be guaranteed to halt in finite time, it is clear that software schedule estimation is uncomputable!
Let's assume that it is possible to have a fixed deadline, then in order to meet it you will need to get all the specifications for the program, such that they will not be changed while you're developing it. Moreover you need to have a boss that doesn't add functionality to an already started project. All these things are completely impossible, that's why our initial assumption was
incorrect. A very flexible deadline? Maybe...
Kolmogorov algorithm, Goedel incompleteness, Heisenberg indeterminism, holy Moses ...
The real reason why software projects fail is that software engineers are not really engineers. Take some arbitrary CS cirriculum and compare it with EE cirriculum and you'll know what I mean. Software engineering is the oximoron. Engineering isn't just being taught as a part of CS. Period. I hate to think what would have happened if EE was taught the same way CS taught. Your PC would have been DOA. Ever.
Perhaps someone else can provide the source of this information; I'm too busy right now to search through all my software engineering textbooks!-((
To take a reductio ad absurdum:
You are given the task of duplicating the functionality of Windows NT. Furthermore, you are given the source code for Windows NT in a .tgz file and the associated development environment within which that source code can be tested. The question now degenerates into "How long does it take me to copy the tgz file?" That can be accurately predicted by measuring how long it takes to copy files on that environment in general, and the estimated schedule can be predicted to absurdly high degrees of accuracy with enough benchmarks of the system's file copying performance.
Here's another reduced complexity angle:
Translate a program written in Visual Basic and convert it to C++ (readably).
You actually can sit down and convert a sampling of the program and get a measure of how long it will take you to do the whole thing -- the more you sample, the more accurate the measure right up to the point where you have converted the whole thing.
Here's another example with a bit less reduction in complexity:
You are given a working program but no source code, and some expert users of that program. Here we are getting into what might be thought of as "function point analysis" but really, it is much easier and more accurate than that since the program exists and works as it is "supposed" to work, you can bang away on it, and the expert users can bang away on your version of it to ensure it meets their needs -- perhaps discovering that some of the features in the old program were not really used thereby simplifying the task.
Each step has been away from the "absurd" position of simply copying a program which was, in a sense, a "spec" for itself.
At the other extreme, we get to the problem of "write a program that will make me as rich as Bill Gates". Note that this specification is not very specific.... it is very far from being source code for a program you can simply copy, isn't it? Guess what that says about the accuracy of the schedule?
So a lot of this hubub about estimating software schedules is really hubub about the nature of the program specificiation process.
Seastead this.
Frank Lloyd Wright's buildings were often new ideas in theory and construction, much like the "unknown" part of estimating a software or web project today. His materials were often strange (or at least had traditional material joining with more exotic material) and the structures were oddly shaped.
e r$ 31
This is why Frank Lloyd Wright's buildings were often way behind schedule and way over-budget. He was a great architect and a wonderful designer, and I'm sure most of the engineers and builders were talented as well... but when you are dealing with brand new ideas, there is a certain amount of trial and error neccessary. Unfortunately he also didn't build that trial and error into his estimates.
Also unfortunate is that many of his buildings have leaky roofs.
The way that guy Joel does project management is the way I've been doing it for quite awhile, but he does say it so nicely:
http://www.joelonsoftware.com/stories/storyRead
If you are going to compare building a bridge or a house with building software, choose the right bridge or house to compare with. Most software projects are not a cookie-cutter suburban home that everyone knows exactly what it's gonna be like and how to make it. Most of the time it's more like a Frank Lloyd Wright or IM Pei house.... We know the physics and tools of building a house. But we usually want to make them more useful, more livable, and more beautiful. That last part takes more time.
-trout
I don't think i'd take ANY advice from carleton sheets....
s /1 649/1431.html
http://www.johntreed.com/Sheets.html
http://www.johntreed.com/Reedgururating.html
http://www.mazu.com/carleton_sheets.html
http://www.papersourceonline.com/discus/message
Physics allows projectable timelines? Think again. I'm currently employed on a fairly major project (http://www-numi.fnal.gov:8875) that, when I joined, had a completion date of 2003. Now it's 2005 and counting.
Software and physics have certain similarities (not least of which being that physics requires software development). The essential point is that you don't know how long it will take to do something that you haven't done yet. If you HAVE done it, then you don't need to do it again; all software design (or experimental physics experimentation) is essentially a research endevour, although the research results aren't neccessarly of interest in themselves.
However since they're met at the last second, often the code that is written suffers. From there often the QA department will find something wrong with the poorly written code, send it back to the development department who then has to spend some more time to fix the new errors that the sloppy code created. So although the "project manager's" deadline was met, the end client often is delayed by the additional things that were discovered.
I'd have to agree with those who say it's possible to estimate the amount of time to code and debug a project somewhat accuraterly. All it takes is a thorough and complete design process.
I'd recommend a 80/10/10 ratio for proper accuracy -- 80% design time to 10% coding time to 10% beta testing time. After you spend all your time designing, then you ought to be able to predict the remaining part of the total project time quite accurately.
By designing, I not only include developing an accurate functional spec, but also a gruesomely detailed task by task (all bite sized...) specification, and performing any proof-of-concept tests to determine the method any task may need to use to be implemented. (NOTE -- no proof-of-concept code should be kept longer than it takes to document the methodology used and any OS gotchas discovered during the proof -- proof of concept code is never clean enough to use as production code...)
And oh yes, the design phase also includes creating any graphic, video, and audio design elements which need to be made -- you really must have ALL of those in hand before writing a line of code or they could contribute greatly to schedule slippage. (And no matter how tongue in cheek this post is, I'm actually *very* serious on this point -- I can't tell you how many projects I've been on that have slipped due to missing graphic elements...)
Unfortunately, it remains impossible to determine how long the design phase will take. But hey, at least you'll know how long your code will take, right? Assuming, that is, that the target OS isn't updated after the design phase -- then all bets are off.
the fact that many like yourself do not even know how to do it says volumes about the disgraceful state of computer science education...
Oh sure, and then there is scope creep as someone mentioned.
But one of the worst causes of projects being way behind schedule is bad design.
I just took over a palm project that took 10 months to develop (with an original schedule of 5 months). The coder spent much of the last several months debugging her own code because she didn't understand how to separate the forms from the data. Any change (read FIX) she made forced a cascade of changes everywhere else.
In a matter of a few weeks, I've removed the confused data-specific code out of the forms, and eliminated the bugs that were caused by duplicate code. Since the app used several forms for one set of data, there was a lot of duplicate code in these forms.
The net result was not only simpler, more easily maintainable code that runs faster, but the added benefit of enhancements being implemented in much less time.
I really enjoyed seeing the redisplay function that reloaded some parts of the data from the databaseses. The programmer then added an IF statement to prevent the reload on certain occassions. I could just imagine it a month or two later: another if statement in the first one that cancelled the first if another condition appeared, and then another than cancelled the second condition if a third appeared, etc.
Gack.
It looks like several people (well, more than several) posted responses without reading beyond the lead-in. If you're one of them, yes, the argument here is in the general ballpark of "software estimation is hard or impossible", but it actually says something more specific than that.
The article does NOT say the following:
The article DOES say
From this, it does NOT conclude either of the points 1,2 above. Instead, it concludes:
Now some of the response posts, paraphrased:
No, it does not say this.
It also does not say this.
No, the article distinguishes subjective and objective estimates, and specifically discusses the case of an objective estimate with bounds in detail.
Ok, but slightly off topic: the article is specifically talking about those who claim objective estimates.
And where did you get an objective estimate of the complexity of a new project? Read the article...
Yes, you are. Your boss is monitoring you, get back to work.
Certainly. The 'manufacturing' camp of software estimators (Humphrey quote in the supplementary material) say or hint that software construction can be made into a repeatable, fairly boring process where projects are always on time and programmers are like factory workers. This may or may not be true (I don't think it is), but regardless: to make this view seem more science than philosophy some of these people have fallen into the trap of cloaking their estimating process with formal notation and claiming or hinting objectivity. This part is wrong.
On the contrary, [conclusions to the article and the supplementary material]: