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
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 ?
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
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
We can get it done by next week! We can do this because we have just #defined a day as having 2000 hours.
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
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.
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"?
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.
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).
...the real reason estimating doesn't work is that there's no way to predict how much time programmers will spend reading Slashdot...
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.
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 problem is, you don't get paid for coding up a small working prototype in order to do an estimate. So my estimating technique is:
Figure the time to do the parts I understand.
Count the parts I don't understand. Allow a very long time for each of them.
Add it all up, then multiply by 3
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.
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
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.
Likewise, I've been developing (C++) for a living for about 12 years now and I've come to some conclusions:
There are estimating techniques/metrics which will work. They depend upon going round a few times to "calibrate" and consistent application. "Task Points" was a good one - basically break your use cases down and down until you have a series of one-line statements about the system. Multiply these by your magic number and that's the estimate. This, like all estimating techniques, is built on sand because:
It depends upon a development team sticking around long enough to do a few projects to calibrate you method.
It depends upon the exact functions of the system being known at the time you do the estimate. This is the killer.
I have never worked on a project where the exact functioning is known at the time coding starts. I have, however, observed that the more analysis/design you do before estimating, the more accurate the estimate is. The problem is, that people always want the answer (estimate) before they've given you the problem (spec).
FWIW On small projects (which are generally better defined), I run through the spec, do a rough n' ready count up of the number of classes, multiply by a factor (decided by the complexity of each class and who I think is going to code it) add a QA+debugging allowance and come up with figures which aren't too wide of the mark.
Oh yeah, and the "who's coding it" is important. Lots of studies show that the difference between "good" and "bad" coders can be a factor of ten. I've been slammed by PMs after estimating how long something would take me, then the PM puts some "cross trained" ex VB dork on it.
To summarise: it is possible if you know who is coding what. Recommendations: 1) read Brooks, 2) keep it small 3) ignore any of the "latest methodologies" that Project Managers try and sell you.
This sig made only from recycled ASCII
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
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
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?
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
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
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
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
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 ?
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.
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
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
"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
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.
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.
"You tell me the month, I'll tell you the year"
sulli
RTFJ.
Carleton Sheets, a man who was talking about how to buy real estate on his instruction tapes said something useful which I decided I can use in estimating time requirements for various fixes:
We need to learn to ask for the proper amount of resources and point out that less than the minimum makes it impossible to respond within the requirements no matter how much someone wants it to happen. (As Brooks points out, it doesn't matter how many women you throw at the task it still takes 9 months to produce a baby. Demand the baby be brought forth in less time and you either get a dead fetus (and possibly mother) or a sickly premature baby.) We need to learn that this is not a good idea because if you are consistently wrong on your estimates, eventually you get the "kid that cried wolf" syndrome: nobody believes you any more and all of the estimating systems become what everyone knows they are: a joke. It's actually no wonder "most" projects end up being cancelled. They take too long (because the people who are supposed to implement them were too aggressive in what they would deliver) and cost too much (because they routinely run overtime because the estimate was wrong in the first place).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.
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.
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.
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."
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.
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]: