How can a Developer Estimate Times?
SubliminalVortex wonders: "Many times in the past, I have been asked on 'how long' it would take to implement a certain features/fixes in a product. What's interesting is that many times, certain 'fixes' is adjusting the wording/placement of the items in question; in other cases, users want the product to do everything they ever imagined, since it already started by following their line of thought. From there, the problem continues. From the user interface, people 'imagine' and think that 'oh, it would be easy if...' and scenarios occur, not only internally from the company using the product, but the clients themselves. Usually, several good ideas are there, but estimating times is a pain in the arse if you have a platform you're writing code for which has no documentation. How do coders estimate times to their bosses? If I know the answer outright, I'll give it, but in some cases, I don't how much time I'll take from other developers *because of the lack of documentation*. I'm going to have to bring in my D&D dice next week just to start."
The last thing you ever want to do when asked by a manager is give a off the cuff answer. It will almost always be wrong.
So what do I do when I get asked how long something will take? Well, to start off, if I know the code in and out, and I'm aware of the bug, then I can actually estimate what amount of time it will take. If it's not a bug, but something to be developed, and I've done the exact same thing before in my career, I already know the answer.
If however, neither of these are the case (which is about 98% of the time), I say this: "It'll take me roughly x hours to investigate this matter further and only after that will I be able to give you a timeline that is accurate."
First off, that gives you way more credibility, and way more leeway. But second, it lets you dive into the situation without having committed your life to fixing it, until you get a better grip on what's going on. If I were for example dealing with a bug on a web app (the kind I regularly work on these days), I would say something like "It'll take me 4 hours to investigate". I will most likely start with about an hour spent understanding the scope and possibly the history of the bug. "Is it reproducible?" is the most important question. If it is intermittent, I will commit to nothing at this point. If I look at the code and can see what is causing the problem, that is, if I can see a clear cause and effect chain that agrees with the test cases etc, I rely on my prior experience and make a guess at how much code needs changing. Plan for it, and plan conservatively. *DON'T* rewrite the application. Only fix the problem.
If you have time left on your initial x hours, start fixing the problem. See how it goes. Does it look like it's just going to keep on going like this until you fix it, or are you finding your being faced with odd and quirky behaviour left right and center? If you have weird behaviour, beware! If you have undocumented libraries/APIs behaving weirdly, beware! Don't get caught with your pants down. Let your manager know that you are passing some data down to the J2EE/COM/.NET/.Salsa/<NameYourCustomFramework> and that it is not acting as expected.
For actual development, the process is slightly different. Assess what needs to be done exactly in the same way as above (give an initial x hours to investigate). See what actually needs to be done. *DON'T* rewrite the STL library or .NET framework to do it. Choose the quickest cleanest path with the least amount of development time. Look at all your prior experience: have you previously used STL? Do you know it like the back of your palm? Have you only briefly used COM? And have you had issues with it the times you did use it? Keep that in mind. Try to steer the project in your domain of expertise. Put that as a coefficient in your estimation. If you know you have 100 lines or so of code to write using a library that you know in and out, estimate what you think it will take. If you will have to use a library that you're not really familiar with, pad it like crazy. I mean 2-3-4 times what you expect.
Those are the practical comments, there's also the more theoretical stuff:
Don't confuse accuracy and precision. And don't let your managers confuse the two. If I am asked to guestimate a project timeline, saying "4 months, 3 weeks, 2 days, 5 hours, 23 minutes" is more precise but radically less accurate than "4 months". Yeah, it sounds stupid, but accuracy != precision. Don't forget that. Tattoo it on your hand if you must. The longer a duration, the less precise it should be. Commiting to February 5th is ok if you are in January, it is not ok if you are in August. If you are in august, you must commit to a month coming up, and warn your managers to give it leeway. Just cause you said "it'll be done in february", doesn't mean they should plan a launch on February 18th.
The other thing is a little concept that I really like in comp sci algorithmics: divide and conqu
I once worked for an "XP" (extreme programming, not windows) shop. We had not a single line of documentation in our entire codebase. What we did have, however, was 100% test coverage (at the unit tests level, the functional test levele, and even at the customer-test level). We could estimate, as a team, the length of time it would take to implement every feature in a major product change up to six months out, and hit them all on the exact day we had said we would.
It could have been the whole XP process or whatever, but personally I believe it was the testing that allowed us to estimate so well. When something is so well tested, and when you are working from a "test-first" mentality, you get the ability to estimate what you think it will be without having to fudge-factor the results. You do this for a while and you find that your gut instinct gets better and better.