©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 1 Software cost estimation 1.

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©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 1 Software cost estimation 1

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 2 Objectives l To introduce the fundamentals of software costing and pricing l To describe three metrics for software productivity assessment l To explain why different techniques should be used for software estimation l To describe the principles of the COCOMO 2 algorithmic cost estimation model

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 3 Fundamental estimation questions l How much effort is required to complete an activity? l How much calendar time is needed to complete an activity? l What is the total cost of an activity? l Project estimation and scheduling are interleaved management activities.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 4 Software cost components l Hardware and software costs. l Travel and training costs. l Effort costs (the dominant factor in most projects) The salaries of engineers involved in the project; Social and insurance costs. l Effort costs must take overheads into account Costs of building, heating, lighting. Costs of networking and communications. Costs of shared facilities (e.g library, staff restaurant, etc.).

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 5 Costing and pricing l Estimates are made to discover the cost, to the developer, of producing a software system. l There is not a simple relationship between the development cost and the price charged to the customer. l Broader organisational, economic, political and business considerations influence the price charged.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 6 Software pricing factors

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 7 l A measure of the rate at which individual engineers involved in software development produce software and associated documentation. l Not quality-oriented although quality assurance is a factor in productivity assessment. l Essentially, we want to measure useful functionality produced per time unit. Software productivity

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 8 l Estimating the size of the measure (e.g. how many function points). l Estimating the total number of programmer months that have elapsed. l Estimating contractor productivity (e.g. documentation team) and incorporating this estimate in overall estimate. Measurement problems

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 9 l What's a line of code? The measure was first proposed when programs were typed on cards with one line per card; How does this correspond to statements as in Java which can span several lines or where there can be several statements on one line. l What programs should be counted as part of the system? l This model assumes that there is a linear relationship between system size and volume of documentation. Lines of code

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 10 Function points l Based on a combination of program characteristics external inputs and outputs; user interactions; external interfaces; files used by the system. l A weight is associated with each of these and the function point count is computed by multiplying each raw count by the weight and summing all values.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 11 Function points l The function point count is modified by complexity of the project l FPs can be used to estimate LOC depending on the average number of LOC per FP for a given language LOC = AVC * number of function points; AVC is a language-dependent factor varying from for assemble language to 2-40 for a 4GL; l FPs are very subjective. They depend on the estimator Automatic function-point counting is impossible.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 12 Object points l Object points (alternatively named application points) are an alternative function-related measure to function points when 4Gls or similar languages are used for development. l Object points are NOT the same as object classes. l The number of object points in a program is a weighted estimate of The number of separate screens that are displayed; The number of reports that are produced by the system; The number of program modules that must be developed to supplement the database code;

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 13 Object point estimation l Object points are easier to estimate from a specification than function points as they are simply concerned with screens, reports and programming language modules. l They can therefore be estimated at a fairly early point in the development process. l At this stage, it is very difficult to estimate the number of lines of code in a system.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 14 l Real-time embedded systems, LOC/P-month. l Systems programs, LOC/P-month. l Commercial applications, LOC/P-month. l In object points, productivity has been measured between 4 and 50 object points/month depending on tool support and developer capability. Productivity estimates

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 15 l All metrics based on volume/unit time are flawed because they do not take quality into account. l Productivity may generally be increased at the cost of quality. l It is not clear how productivity/quality metrics are related. l If requirements are constantly changing then an approach based on counting lines of code is not meaningful as the program itself is not static; Quality and productivity

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 16 Estimation techniques l There is no simple way to make an accurate estimate of the effort required to develop a software system Initial estimates are based on inadequate information in a user requirements definition; The software may run on unfamiliar computers or use new technology; The people in the project may be unknown. l Project cost estimates may be self-fulfilling The estimate defines the budget and the product is adjusted to meet the budget.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 17 Top-down estimation l Start at the system level and assess the overall system functionality and how this is delivered through sub-systems. l Usable without knowledge of the system architecture and the components that might be part of the system. l Takes into account costs such as integration, configuration management and documentation. l Can underestimate the cost of solving difficult low- level technical problems.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 18 Bottom-up estimation l Start at the component level and estimate the effort required for each component. Add these efforts to reach a final estimate. l Usable when the architecture of the system is known and components identified. l This can be an accurate method if the system has been designed in detail. l It may underestimate the costs of system level activities such as integration and documentation.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 19 Changing technologies l Changing technologies may mean that previous estimating experience does not carry over to new systems Distributed object systems rather than mainframe systems; Use of web services; Use of ERP or database-centred systems; Use of off-the-shelf software; Development for and with reuse; Development using scripting languages; The use of CASE tools and program generators.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 20 Estimation techniques

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 21 Estimation methods l Each method has strengths and weaknesses. l Estimation should be based on several methods. l If these do not return approximately the same result, then you have insufficient information available to make an estimate. l Some action should be taken to find out more in order to make more accurate estimates. l Pricing to win is sometimes the only applicable method.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 22 Pricing to win l The project costs whatever the customer has to spend on it. l Advantages: You get the contract. l Disadvantages: The probability that the customer gets the system he or she wants is small. Costs do not accurately reflect the work required.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 23 Pricing to win l This approach may seem unethical and un- businesslike. l However, when detailed information is lacking it may be the only appropriate strategy. l The project cost is agreed on the basis of an outline proposal and the development is constrained by that cost. l A detailed specification may be negotiated or an evolutionary approach used for system development.

©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 26 Slide 24 Key points l There is not a simple relationship between the price charged for a system and its development costs. l Factors affecting productivity include individual aptitude, domain experience, the development project, the project size, tool support and the working environment. l Software may be priced to gain a contract and the functionality adjusted to the price.