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Object Point
Object points are an approach used in software development effort estimation under some models such as COCOMO II. Object points are a way of estimating effort size, similar to Source Lines Of Code (SLOC) or Function Points. They are not necessarily related to objects in Object-oriented programming Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of ..., the objects referred to include screens, reports, and modules of the language. The number of raw objects and complexity of each are estimated and a weighted total Object-Point count is then computed and used to base estimates of the effort needed. See also * COCOMO (Constructive Cost Model) * Comparison of development estimation software * Function point * Software development effort estimation * Software Sizing * Source line ...
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Software Development Effort Estimation
In software development, effort estimation is the process of predicting the most realistic amount of effort (expressed in terms of person-hours or money) required to develop or maintain software based on incomplete, uncertain and noisy input. Effort estimates may be used as input to project plans, iteration plans, budgets, investment analyses, pricing processes and bidding rounds. State-of-practice Published surveys on estimation practice suggest that expert estimation is the dominant strategy when estimating software development effort. Typically, effort estimates are over-optimistic and there is a strong over-confidence in their accuracy. The mean effort overrun seems to be about 30% and not decreasing over time. For a review of effort estimation error surveys, see. However, the measurement of estimation error is problematic, see Assessing the accuracy of estimates. The strong overconfidence in the accuracy of the effort estimates is illustrated by the finding that, on average, ...
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COCOMO
The Constructive Cost Model (COCOMO) is a procedural software cost estimation model developed by Barry W. Boehm. The model parameters are derived from fitting a regression formula using data from historical projects (63 projects for COCOMO 81 and 163 projects for COCOMO II). History The constructive cost model was developed by Barry W. Boehm in the late 1970s and published in Boehm's 1981 book ''Software Engineering Economics'' as a model for estimating effort, cost, and schedule for software projects. It drew on a study of 63 projects at TRW Aerospace where Boehm was Director of Software Research and Technology. The study examined projects ranging in size from 2,000 to 100,000 lines of code, and programming languages ranging from assembly to PL/I. These projects were based on the waterfall model of software development which was the prevalent software development process in 1981. References to this model typically call it ''COCOMO 81''. In 1995 ''COCOMO II'' was develo ...
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Source Lines Of Code
Source lines of code (SLOC), also known as lines of code (LOC), is a software metric used to measure the size of a computer program by counting the number of lines in the text of the program's source code. SLOC is typically used to predict the amount of effort that will be required to develop a program, as well as to estimate programming productivity or maintainability once the software is produced. Measurement methods Many useful comparisons involve only the order of magnitude of lines of code in a project. Using lines of code to compare a 10,000-line project to a 100,000-line project is far more useful than when comparing a 20,000-line project with a 21,000-line project. While it is debatable exactly how to measure lines of code, discrepancies of an order of magnitude can be clear indicators of software complexity or man-hours. There are two major types of SLOC measures: physical SLOC (LOC) and logical SLOC (LLOC). Specific definitions of these two measures vary, but the most ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as ''methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with ...
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Comparison Of Development Estimation Software
In software development, effort estimation is the process of predicting the most realistic amount of effort (expressed in terms of person-hours or money) required to develop or maintain software based on incomplete, uncertain and noisy input. Effort estimates may be used as input to project plans, iteration plans, budgets, investment analyses, pricing processes and bidding rounds. State-of-practice Published surveys on estimation practice suggest that expert estimation is the dominant strategy when estimating software development effort. Typically, effort estimates are over-optimistic and there is a strong over-confidence in their accuracy. The mean effort overrun seems to be about 30% and not decreasing over time. For a review of effort estimation error surveys, see. However, the measurement of estimation error is problematic, see Assessing the accuracy of estimates. The strong overconfidence in the accuracy of the effort estimates is illustrated by the finding that, on average, ...
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Software Development Effort Estimation
In software development, effort estimation is the process of predicting the most realistic amount of effort (expressed in terms of person-hours or money) required to develop or maintain software based on incomplete, uncertain and noisy input. Effort estimates may be used as input to project plans, iteration plans, budgets, investment analyses, pricing processes and bidding rounds. State-of-practice Published surveys on estimation practice suggest that expert estimation is the dominant strategy when estimating software development effort. Typically, effort estimates are over-optimistic and there is a strong over-confidence in their accuracy. The mean effort overrun seems to be about 30% and not decreasing over time. For a review of effort estimation error surveys, see. However, the measurement of estimation error is problematic, see Assessing the accuracy of estimates. The strong overconfidence in the accuracy of the effort estimates is illustrated by the finding that, on average, ...
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Software Sizing
Software sizing or Software size estimation is an activity in software engineering that is used to determine or estimate the size of a software application or component in order to be able to implement other software project management activities (such as estimating or tracking). Size is an inherent characteristic of a piece of software just like weight is an inherent characteristic of a tangible material. Background Software sizing is different from software effort estimation. Sizing estimates the probable size of a piece of software while effort estimation predicts the effort needed to build it. The relationship between the size of software and the effort required to produce it is called productivity. For example, if a software engineer has built a small web-based calculator application, we can say that the project effort was 280 man-hours. However, this does not give any information about the size of the ''software product'' itself. Conversely, we can say that the applicatio ...
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