Software cost estimation
● Predicting the resources
required for a software
development process
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 1
Objectives
● To introduce the fundamentals of software
costing and pricing
● To describe three metrics for software
productivity assessment
● To explain why different techniques should be
used for software estimation
● To describe the COCOMO 2 algorithmic cost
estimation model
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 2
Topics covered
● Productivity
● Estimation techniques
● Algorithmic cost modelling
● Project duration and staffing
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 3
Fundamental estimation questions
● How much effort is required to complete an
activity?
● How much calendar time is needed to complete
an activity?
● What is the total cost of an activity?
● Project estimation and scheduling and interleaved
management activities
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 4
Software cost components
● Hardware and software costs
● Travel and training costs
● Effort costs (the dominant factor in most
projects)
• salaries of engineers involved in the project
• Social and insurance costs
● 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 2000 Software Engineering, 6th edition. Chapter 23 Slide 5
Costing and pricing
● Estimates are made to discover the cost, to the
developer, of producing a software system
● There is not a simple relationship between the
development cost and the price charged to the
customer
● Broader organisational, economic, political and
business considerations influence the price
charged
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 6
Software pricing factors
Factor Description
Market opportunity A development organisation may quote a low price
because it wishes to move into a new segment of the
software market. Accepting a low profit on one
project may give the opportunity of more profit later.
The experience gained may allow new products to be
developed.
Cost estimate uncertainty If an organisation is unsure of its cost estimate, it
may increase its price by some contingency over and
above its normal profit.
Contractual terms A customer may be willing to allow the developer to
retain ownership of the source code and reuse it in
other projects. The price charged may then be less
than if the software source code is handed over to the
customer.
Requirements volatility If the requirements are likely to change, an
organisation may lower its price to win a contract.
After the contract is awarded, high prices may be
charged for changes to the requirements.
Financial health Developers in financial difficulty may lower their
price to gain a contract. It is better to make a small
profit or break even than to go out of business.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 7
Programmer productivity
● A measure of the rate at which individual
engineers involved in software development
produce software and associated
documentation
● Not qualityoriented although quality assurance
is a factor in productivity assessment
● Essentially, we want to measure useful
functionality produced per time unit
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 8
Productivity measures
● Size related measures based on some output from
the software process. This may be lines of
delivered source code, object code instructions,
etc.
● Functionrelated measures based on an estimate
of the functionality of the delivered software.
Functionpoints are the best known of this type of
measure
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 9
Measurement problems
● Estimating the size of the measure
● Estimating the total number of programmer
months which have elapsed
● Estimating contractor productivity (e.g.
documentation team) and incorporating this
estimate in overall estimate
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 10
Lines of code
● 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
● What programs should be counted as part of the
system?
● Assumes linear relationship between system
size and volume of documentation
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 11
Productivity comparisons
● The lower level the language, the more
productive the programmer
• The same functionality takes more code to implement in a
lowerlevel language than in a highlevel language
● The more verbose the programmer, the higher
the productivity
• Measures of productivity based on lines of code suggest that
programmers who write verbose code are more productive than
programmers who write compact code
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 12
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©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 13
System development times
Analysis Design Coding Testing Documentation
Assembly code 3 weeks 5 weeks 8 weeks 10 weeks 2 weeks
Highlevel language 3 weeks 5 weeks 8 weeks 6 weeks 2 weeks
Size Effort Productivity
Assembly code 5000 lines 28 weeks 714 lines/month
Highlevel language 1500 lines 20 weeks 300 lines/month
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 14
Function points
● Based on a combination of program
characteristics
• external inputs and outputs
• user interactions
• external interfaces
• files used by the system
● A weight is associated with each of these
● The function point count is computed by
multiplying each raw count by the weight and
summing all values
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 15
Function points
● Function point count modified by complexity of
the project
● 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 languagedependent factor varying from 200300 for
assemble language to 240 for a 4GL
● FPs are very subjective. They depend on the
estimator.
• Automatic functionpoint counting is impossible
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 16
Object points
● Object points are an alternative functionrelated
measure to function points when 4Gls or similar
languages are used for development
● Object points are NOT the same as object classes
● 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 3GL modules that must be developed to
supplement the 4GL code
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 17
Object point estimation
● Object points are easier to estimate from a
specification than function points as they are
simply concerned with screens, reports and 3GL
modules
● They can therefore be estimated at an early point
in the development process. At this stage, it is
very difficult to estimate the number of lines of
code in a system
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 18
Productivity estimates
● Realtime embedded systems, 40160
LOC/Pmonth
● Systems programs , 150400 LOC/Pmonth
● Commercial applications, 200800
LOC/Pmonth
● In object points, productivity has been measured
between 4 and 50 object points/month depending
on tool support and developer capability
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 19
Factors affecting productivity
Factor Description
Application domain Knowledge of the application domain is essential for
experience effective software development. Engineers who already
understand a domain are likely to be the most
productive.
Process quality The development process used can have a significant
effect on productivity. This is covered in Chapter 31.
Project size The larger a project, the more time required for team
communications. Less time is available for
development so individual productivity is reduced.
Technology support Good support technology such as CASE tools,
supportive configuration management systems, etc.
can improve productivity.
Working environment As discussed in Chapter 28, a quiet working
environment with private work areas contributes to
improved productivity.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 20
Quality and productivity
● All metrics based on volume/unit time are
flawed because they do not take quality into
account
● Productivity may generally be increased at the
cost of quality
● It is not clear how productivity/quality metrics
are related
● If change is constant then an approach based on
counting lines of code is not meaningful
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 21
Estimation techniques
● 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
● Project cost estimates may be selffulfilling
• The estimate defines the budget and the product is adjusted to
meet the budget
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 22
Estimation techniques
● Algorithmic cost modelling
● Expert judgement
● Estimation by analogy
● Parkinson's Law
● Pricing to win
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 23
Algorithmic code modelling
● A formulaic approach based on historical cost
information and which is generally based on the
size of the software
● Discussed later in this chapter
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 24
Expert judgement
● One or more experts in both software
development and the application domain use
their experience to predict software costs.
Process iterates until some consensus is
reached.
● Advantages: Relatively cheap estimation
method. Can be accurate if experts have direct
experience of similar systems
● Disadvantages: Very inaccurate if there are no
experts!
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 25
Estimation by analogy
● The cost of a project is computed by comparing
the project to a similar project in the same
application domain
● Advantages: Accurate if project data available
● Disadvantages: Impossible if no comparable
project has been tackled. Needs systematically
maintained cost database
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 26
Parkinson's Law
● The project costs whatever resources are
available
● Advantages: No overspend
● Disadvantages: System is usually unfinished
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 27
Pricing to win
● The project costs whatever the customer has to
spend on it
● Advantages: You get the contract
● 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 2000 Software Engineering, 6th edition. Chapter 23 Slide 28
Topdown and bottomup estimation
● Any of these approaches may be used topdown
or bottomup
● Topdown
• Start at the system level and assess the overall system
functionality and how this is delivered through subsystems
● Bottomup
• Start at the component level and estimate the effort required for
each component. Add these efforts to reach a final estimate
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 29
Topdown estimation
● Usable without knowledge of the system
architecture and the components that might be
part of the system
● Takes into account costs such as integration,
configuration management and documentation
● Can underestimate the cost of solving difficult
lowlevel technical problems
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 30
Bottomup estimation
● Usable when the architecture of the system is
known and components identified
● Accurate method if the system has been designed
in detail
● May underestimate costs of system level activities
such as integration and documentation
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 31
Estimation methods
● Each method has strengths and weaknesses
● Estimation should be based on several methods
● If these do not return approximately the same
result, there is insufficient information available
● Some action should be taken to find out more in
order to make more accurate estimates
● Pricing to win is sometimes the only applicable
method
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 32
Experiencebased estimates
● Estimating is primarily experiencebased
● However, new methods and technologies may
make estimating based on experience inaccurate
• Object oriented rather than functionoriented development
• Clientserver systems rather than mainframe systems
• Off the shelf components
• Componentbased software engineering
• CASE tools and program generators
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 33
Pricing to win
● This approach may seem unethical and
unbusinesslike
● However, when detailed information is lacking it
may be the only appropriate strategy
● The project cost is agreed on the basis of an
outline proposal and the development is
constrained by that cost
● A detailed specification may be negotiated or an
evolutionary approach used for system
development
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 34
Algorithmic cost modelling
● Cost is estimated as a mathematical function of
product, project and process attributes whose
values are estimated by project managers
• Effort = A × SizeB × M
• A is an organisationdependent constant, B reflects the
disproportionate effort for large projects and M is a multiplier
reflecting product, process and people attributes
● Most commonly used product attribute for cost
estimation is code size
● Most models are basically similar but with
different values for A, B and M
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 35
Estimation accuracy
● The size of a software system can only be known
accurately when it is finished
● Several factors influence the final size
• Use of COTS and components
• Programming language
• Distribution of system
● As the development process progresses then the
size estimate becomes more accurate
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 36
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©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 37
The COCOMO model
● An empirical model based on project experience
● Welldocumented, ‘independent’ model which is
not tied to a specific software vendor
● Long history from initial version published in
1981 (COCOMO81) through various
instantiations to COCOMO 2
● COCOMO 2 takes into account different
approaches to software development, reuse, etc.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 38
COCOMO 81
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 39
COCOMO 2 levels
● COCOMO 2 is a 3 level model that allows
increasingly detailed estimates to be prepared as
development progresses
● Early prototyping level
• Estimates based on object points and a simple formula is used for
effort estimation
● Early design level
• Estimates based on function points that are then translated to LOC
● Postarchitecture level
• Estimates based on lines of source code
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 40
Early prototyping level
● Supports prototyping projects and projects where
there is extensive reuse
● Based on standard estimates of developer
productivity in object points/month
● Takes CASE tool use into account
● Formula is
• PM = ( NOP × (1 %reuse/100 ) ) / PROD
• PM is the effort in personmonths, NOP is the number of object
points and PROD is the productivity
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 41
Object point productivity
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 42
Early design level
● Estimates can be made after the requirements
have been agreed
● Based on standard formula for algorithmic
models
• PM = A × SizeB × M + PMm where
• M = PERS × RCPX × RUSE × PDIF × PREX × FCIL × SCED
• PMm = (ASLOC × (AT/100)) / ATPROD
• A = 2.5 in initial calibration, Size in KLOC, B varies from 1.1
to 1.24 depending on novelty of the project, development
flexibility, risk management approaches and the process
maturity
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 43
Multipliers
● Multipliers reflect the capability of the
developers, the nonfunctional requirements, the
familiarity with the development platform, etc.
• RCPX product reliability and complexity
• RUSE the reuse required
• PDIF platform difficulty
• PREX personnel experience
• PERS personnel capability
• SCED required schedule
• FCIL the team support facilities
● PM reflects the amount of automatically
generated code
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 44
Postarchitecture level
● Uses same formula as early design estimates
● Estimate of size is adjusted to take into account
• Requirements volatility. Rework required to support change
• Extent of possible reuse. Reuse is nonlinear and has associated
costs so this is not a simple reduction in LOC
• ESLOC = ASLOC × (AA + SU +0.4DM + 0.3CM +0.3IM)/100
» ESLOC is equivalent number of lines of new code. ASLOC is the
number of lines of reusable code which must be modified, DM is the
percentage of design modified, CM is the percentage of the code that is
modified , IM is the percentage of the original integration effort
required for integrating the reused software.
» SU is a factor based on the cost of software understanding, AA is a
factor which reflects the initial assessment costs of deciding if software
may be reused.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 45
The exponent term
● This depends on 5 scale factors (see next slide).
Their sum/100 is added to 1.01
● Example
• Precedenteness new project 4
• Development flexibility no client involvement Very high 1
• Architecture/risk resolution No risk analysis V. Low 5
• Team cohesion new team nominal 3
• Process maturity some control nominal 3
● Scale factor is therefore 1.17
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 46
Exponent scale factors
Scale factor Explanation
Precedentedness Reflects the previous experience of the organisation
with this type of project. Very low means no previous
experience, Extra high means that the organisation is
completely familiar with this application domain.
Development Reflects the degree of flexibility in the development
flexibility process. Very low means a prescribed process is used;
Extra high means that the client only sets general goals.
Architecture/risk Reflects the extent of risk analysis carried out. Very low
resolution means little analysis, Extra high means a complete a
thorough risk analysis.
Team cohesion Reflects how well the development team know each
other and work together. Very low means very difficult
interactions, Extra high means an integrated and
effective team with no communication problems.
Process maturity Reflects the process maturity of the organisation. The
computation of this value depends on the CMM
Maturity Questionnaire but an estimate can be achieved
by subtracting the CMM process maturity level from 5.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 47
Multipliers
● Product attributes
• concerned with required characteristics of the software product
being developed
● Computer attributes
• constraints imposed on the software by the hardware platform
● Personnel attributes
• multipliers that take the experience and capabilities of the
people working on the project into account.
● Project attributes
• concerned with the particular characteristics of the software
development project
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 48
Project cost drivers
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 49
Effects of cost drivers
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 50
Project planning
● Algorithmic cost models provide a basis for
project planning as they allow alternative
strategies to be compared
● Embedded spacecraft system
• Must be reliable
• Must minimise weight (number of chips)
• Multipliers on reliability and computer constraints > 1
● Cost components
• Target hardware
• Development platform
• Effort required
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 51
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Software Engineering, 6th edition. Chapter 23 Slide 52
Management options costs
Option RELY STOR TIME TOOLS LTEX Total effort Software cost Hardware Total cost
cost
A 1.39 1.06 1.11 0.86 1 63 949393 100000 1049393
B 1.39 1 1 1.12 1.22 88 1313550 120000 1402025
C 1.39 1 1.11 0.86 1 60 895653 105000 1000653
D 1.39 1.06 1.11 0.86 0.84 51 769008 100000 897490
E 1.39 1 1 0.72 1.22 56 844425 220000 1044159
F 1.39 1 1 1.12 0.84 57 851180 120000 1002706
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 53
Option choice
● Option D (use more experienced staff) appears to
be the best alternative
• However, it has a high associated risk as expreienced staff may
be difficult to find
● Option C (upgrade memory) has a lower cost
saving but very low risk
● Overall, the model reveals the importance of staff
experience in software development
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 54
Project duration and staffing
● As well as effort estimation, managers must
estimate the calendar time required to complete a
project and when staff will be required
● Calendar time can be estimated using a
COCOMO 2 formula
• TDEV = 3 × (PM)(0.33+0.2*(B1.01))
• PM is the effort computation and B is the exponent computed as
discussed above (B is 1 for the early prototyping model). This
computation predicts the nominal schedule for the project
● The time required is independent of the number
of people working on the project
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 55
Staffing requirements
● Staff required can’t be computed by diving the
development time by the required schedule
● The number of people working on a project varies
depending on the phase of the project
● The more people who work on the project, the
more total effort is usually required
● A very rapid buildup of people often correlates
with schedule slippage
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 56
Key points
● Factors affecting productivity include individual
aptitude, domain experience, the development
project, the project size, tool support and the
working environment
● Different techniques of cost estimation should be
used when estimating costs
● Software may be priced to gain a contract and the
functionality adjusted to the price
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 57
Key points
● Algorithmic cost estimation is difficult because of
the need to estimate attributes of the finished
product
● The COCOMO model takes project, product,
personnel and hardware attributes into account when
predicting effort required
● Algorithmic cost models support quantitative option
analysis
● The time to complete a project is not proportional to
the number of people working on the project
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 23 Slide 58