How to start a project [closed] - project-planning

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Just wondering how to start a project from concept,specs,dev etc. In development do you start with database design? or maybe theres a resource you know i can look at.

Starting with database design is actually a big pet peeve of mine. Sure, it's fine for some projects. Simple forms-over-data apps, stuff like that. But for anything more complex, anything that has a "domain" of logic, do not start with database design. Start with domain modeling. If you're taking business logic and putting it in code, then it's highly likely that the business users who define the logic flow do not think in terms of SQL or relational data at rest. They think in terms of logical interactions of concrete and abstract concepts.
As Eric S. Raymond said, "Smart data structures and dumb code works better than the other way around." Usually, when one starts with the database design, one creates a flat "dumb" data structure. Not dumb in the sense that it's a bad design, but in the sense that it has no built-in logic. It's flat and dimensionless. All of the intelligence would need to go into the code that uses it.
A rich domain model, on the other hand, incorporates business logic and concepts directly into the data structures. It's enhances the data itself with actual business intelligence, carrying that intelligence throughout the domain.
Now, this doesn't mean that you shouldn't think of persistence at all while designing the domain. But the persistence should be built to accompany the domain, not the other way around. Nilsson suggests starting with the domain and during the development of it take breaks to think and work on the persistence. This is because the domain model is really the core, but you'll need to evaluate any compromises on persistence to keep yourself realistic. Going for true persistence ignorance could dig yourself into some holes.

That all depends on what sparked the motivation to start a project in the first place. It could vary from sitting down and fleshing out detains of something that's been brewing amorphously in your mind for years, or sitting down and making a quick and dirty prototype to convince yourself that the genius idea you had that seemed so simple is actually quite a thorny bush that requires you to sit down and flesh out.
I never start with database design, as that's an implementation detail. I might not even want to use a database. I start with the functional design. What do I want it to do? Why? How? How does it do it differently from other approaches? Is the benefit enough to even bother doing it at all? You get the idea. Implementation design is tackled once I know clearly what I am doing and most importantly why.

That is very general but the first step is always to figure out and document what you want the application to do. Then I usually develop and ERD which defines the tables required to accomplish those functions along with the class structure that sits in front of those tables. Once those two big parts get done, it's usually pretty smooth sailing.

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Why should we Class Modeling? [closed]

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why should we use modeling?
I currently write classes in my projects without having a model.
I think about the tasks of each class and write methods.
Now I want to know what makes modeling better? !
And how to use it? !
I'm familiar with UML design
Thanks .
Modeling classes has the following benefits:
Modeling allows you to design faster a complex software structure that requires the involvement of several classes:
On the model, you draw a couple of classes and links between them (associations, dependencies, etc...). You can then verify the consequences and fine tune the model.
While you could easily create a code skeleton to show several classes and perhaps some inheritance, it's more difficult to represent associations in code: is it a composition ? an aggregation ? a one to many ? or a many-to-many ? Each of this alternative would require some choices about how to implement the link, and this takes much more time. ANd once these choices are made and and the draft code will be done, you'll be less encline to change it.
Modeling allows a more compact overview over a complex class structure:
You can easily show 20 classes (without details) on a sheet of paper, and grasp how the parts are connected together.
With an IDE you can perhaps show 20 classes on a screen by folding the classes, but if you need to see the relation between the classes (so some details about class members, you dramatically decrease what you can show (and grasp) at once.
Modeling allows interactive discussions with people of diverse backgrounds, and not necessarily coding gurus. While business users won't grasp the subtle details of a model, they can grasp the relations and so participate constructively to the discussions.
Modeling provides a useful documentation for people who will join the project or will have to maintain it.
Modelling is not a substitute for programming
I wouldn't like to start a heated dogmatic debate. But I think that modeling should not replace programming:
If you start to put all the details on all the members of all the classes in your model, and then start to express complex constraints in OCL, you loose could loose your time, except if you work on mission critical systems in highly regulated environments.
The model will quickly be out of sync with the code, because in most of the case, only few projects have so much resources that they could afford double maintenance.
If you have some advanced tooling (e.g. Rational Rose for OOP or S-Designer for database models) that can do modeling, code generation, reverse engineering to update model and so on, then it can make sense to put much more effort in the model.
If not, design the outline of your system in a model without too much details (e.g.put members important for the understanding of the overall structure and responsibilities), and keep the additional effort for the coding.

What are advantages and disadvantages of code generation? [closed]

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There are probably different kinds of code generation. In RoR for example, Rails can create skeletons for models, controllers, etc. But the developer has to complete those skeletons.
Now some times there are projects where many core artifacts in their entirety get generated according to a set of definitions or models.
I am mainly interested to know the advantages and disadvantages of this latter type of code generation.
The main advantage is that it does the work for you, its repeatable, and that the code will most likely work (that depends of course if the person who wrote the generator knew what they were doing). It can remove the a lot of necessary time doing menial coding tasks. For example, is it really worth your time to write objects which are nothing more than containers for data from the database, or is it better to have some program automatically create these for you?
The big disadvantage is that it forces you into writing the code that is compatible with the generated code. Most of the time this isn't a problem, but it can be a real hassle when someone comes up to you and says "Hey, can we do X?" and that conflicts with the generated code. If the generator is good, it will allow you to change functionality, but that almost always increases the complexity of the code generated etc. This complexity has a price. It's more difficult to understand, and it can be less efficient that code you write yourself. This of course varies by situation.
The main problem with this style of programming is that it contaminates a view of your project. It no longer allows you to practice DRY. It is useful to have a clean separation between that what is automatically generated, and that which is written by a human. Most systems, especially file-based ones, do not support such a separation well. In systems that have good introspection capabilities (e.g. smalltalk images), building a dynamic object structure by walking the definition/model is preferable.
In illusion-based programming (as practiced in large companies and government agencies) it is very useful because it allows the generation of very impressive stacks of documentation and show impressive implementation performance as measured in lines of code per man month. There your most important skill is of course timing your disappearance act.
I think the most important thing to keep in mind is WHY you want to generate source code. Is it, for instance, because you are more fluent with UML than any programming language and hence want to generate object-oriented classes from that graphical model?
Is it because you expressed a schema definition in any language (SQL DDL for example: jOOQ, XSD for example JAXB code generation) and want to generate a model from that?
The advantage of code generation is always the fact that you express something only once (as in DRY, like Stephan stated). This is a very good practice that made it deep into extreme programming (among other processes). When you keep things DRY, you will not run the risk that the model differs from its glue code. On the other hand, you might blow up your glue code because it will exactly match its underlying model. Typically, you have one class/type/object per RDMBS table or per XML element.
If, however, you use code generation because you're more at ease with a modelling language (as in MDA, or model-driven architecture), you might run the risk that your generated code is not good enough (lack of detail) or too complicated (lack of simplicity) because - for instance - UML is not suited for solving problems in detail.
In any case: code generation can be very helpful if the generated code can be used AS-IS and does not need any customisation. As soon as you start customising generated code, it may become a maintenance nightmare.

Software design period...what do other developers do? [closed]

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I'm a new software architect/lead, coming up with software design for a team of software developers. I'm coming up with the requirement spec, interface header files, and visio software design docs, and build plan, etc.
My question is: what do the rest of the team do during this period? I'm certainly engaging them in the design, but we dont need the whole team actively working on what I'm doing all the time.
Are there any good books for new software architect?
Generally the various stages overlap, so there will be some coding during design etc. There are a lot of things to do besides that. They can be reviewing unfamiliar technology that is going to be used, setting up source control system, reviewing business requirements, reviewing your documents to make sure they make sense and are clear. There is a lot of other work to be done besides programming.
What a software team does while the lead does the design is very different from company to company. On my company we try to work on the design while the developers are finalizing other projects or solving bugs.
Another approach that I've taken when starting a whole new project is to get the developers to work on the design as well - people with a good understanding of the requirements can help you designing smaller parts of the system and writing the specs for them. Others can work on mockups, frameworks. This worked rather well for the small software team I led in a previous job (4 developers in total).
I also found it useful to have other team members research parts I'm unsure of (or even validating that things I think should work will indeed work), such as:
Investigating whether an external API provides the features we need
Writing a small proof of concept or technology demonstrator
Create an API mockup (header file, interface or REST endpoint) to investigate whether the API looks useful.
As other have said, you typically want a ramp-up period during the first part of the project, and through the first iteration. You're planning on building this iteratively, aren't you? Start with a core team (nor more than 3-4 people, since you're going to need to communicate heavily with each other) to help you explore the requirements, get a basic data model in place, identify and setup any frameworks, identify and setup build and test tools. Some coding activities typically take place in the design phase: for UI mockups, run-ahead prototypes of technically sensitive areas (whatever risks you have should be mitigated by explirative coding: be they new technologies, undocumented interfaces to integrated systems, or unstable requirements).
But coders in the design phase should help with the design, in order to get their buy-in, and to help train up the rest of the team during the first iterations. Your role during this is to ensure that the major nonfunctional requirements (e.g. are known, prioritized, are met by the design, and can be tested). You should also collaborate with the project lead or whoever else is responsible for staffing and financing in order to sketch out the iterations and the staffing levels needed. Ensure the solution can be built iteratively, and aim at implementing only a basic structure during the first iteration, both to build confidence, and to eliminate risks. (Sometimes, you can push major risks to the second iteration, and focus the first towards confidence and team building.)
And of course, be sure you are not designing every detail. You should be able to use every design artifact in the next iteration (and elaborate them later as needed). Since design decisions are expensive to change, try to postpone them. However, some influence the entire solution (for instance, the data model, or your approach to security) and absolutely must be at least outlined up front. This isn't waterfall. This is just not closing your eyes and hoping a viable architecture will emerge by magic.
But design proceeds throughout the iterations. It's just that you do less of it as you go along, and with lesser impact on the solution (unless you're unlucky... and then things get expensive).
Stop doing the useless things you do and just start coding with them! ;)
If there is no overlap with another ongoing project, getting them involved as you're doing is great, maybe push it a little further by having them prototype and present the plus and minus of alternative technologies (APIs, frameworks, libraries, etc...) that your project could use.
As a new software architect, I can recommend some books that helped me understand the role of the architect (but of course not to master it):
Fundamentals of Software Architecture An Engineering Approach:
This book gives good modern overview of software architecture and its many aspects, good place to start if you are a beginner or broaden your knowlage.
Software Architecture in Practice:
Explains what software architecture is, why it's important, and how to design, instantiate, analyze, evolve, and manage it in disciplined and effective ways.
Software Architect's Handbook:
This book takes you through all the important concepts, right from design principles to different considerations at various stages of your career in software architecture. It begins by covering the fundamentals, benefits, and purpose of software architecture.
Clean Architecture: A Craftsman's Guide to Software Structure and Design:
Learn what software architects need to achieve and how to achieve it, master essential software design principles and see how designs and architectures go wrong.
Software Architecture: The Hard Parts:
An advanced architecture book, with this book, you'll learn how to think critically about the trade-offs involved with distributed architectures.
Usually there's another project they can work on, but...
I have my team review the project specs/requirements and put together a basic/preliminary structure to get them already thinking through the application and working out specific questions.
When we convene at the table to discuss the plan they already have an idea of what the project is and requires and in some cases, they present questions I may have missed or overlooked.
Although it's too late now, a good way to approach it is to move the architect over before his current project has ended. Start freeing him up at like 25% then work your way up to 75-100% on the new project a month or two before it starts (maybe more depending on how much analysis and customer interaction there is).
On a trivial project (let's say 2 man-years) it might not be necessary, but anything bigger than that can end up in chaos if somebody doesn't at least get the analysis right before everybody jumps aboard.
If your team does not have any other projects to work on, ask experienced programmers of your your team to come up with at prototype so that you can create a requirement doc according to the needs of the client.
Also programmers novice to the technologies being used in the team could utilize this time to familiarize themselves with the technologies on which your team is going to develop the project.
architect != designer
Chances are that all of your developers can help with the design; let them. Architects don't have to be "lone wolves" and do everything themselves. You lay out the guidelines and the principles and the scaffolding, rough in the wiring, and let your developers flesh out the details - whether it is drawing Visio diagrams or building prototypes to mitigate unknowns/risks.
Migrate towards Agile/XP and away from waterfall methods, and you'll find the team a lot more help.
When making the general design, it's very handy to have programmers create proof-of-concepts. Do that especially with parts of the system that could end up being show stoppers if they don't work in the way you plan to do them, so you can think of alternatives, and adjust the design.
That's going to help you to make the right design-decisions before moving entirely into a certain direction.
Just doing a design, and then moving on and start coding is a sure way to mess up a project. You won't realize that your design is not feasible (or just plain sucks) until you're half-way coding, and by then it's too late to make radical changes.
You'll waste time mitigating non-existing problems during the design, and you'll run into unforeseen problems during implementation.

For a large project, what planning should be done before coding and how should it be approached? [closed]

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What is your method of "mapping out" an idea before creating it?
Say I wanted to take on a big project, for example at the scale of a site like Facebook or MySpace. What planning/design steps should I take before I start the actual work?
For example, should I map everything out page by page (their functionalities, data, etc.)?
For a large project first think of a one-liner to description of your site (try to not use any buzzwords here). Next think of three design maxims (rules your design Should never conflict with). Then draw a few views and think up a few user cases (1 day) then work in code for 2 weeks (this will be a throw away prototype so just work as fast as you can forget about bugs and details, don't worry about code smells or design patterns, just make as much as you can), then revaluate all the steps above and throw away your two week prototype, and begin your project in a serious manner applying solid engineering and design. After a month has gone by evaluate your(team) moral and get feedback. If it all seems to be going ok, continue, you got a long ride ahead, otherwise just give up, do a postmortem, and start over with new goals.
I always start with the user interface design. I figure out what the user should be able to do and what controls I will give them to do it. Once I get that laid out in a way I like it, then I start with the code "wiring".
Make a list of all the features that site have.
Make a list of nice to have features.
Make a list of the weakness of the site.
Order that list and prioritize the items that will be built first.
Identify what will be possible to do and what is not.
Meet with your customer and present these results.
Usually I do a mindmap of
problem I am trying to solve,
translated into exact requirements,
then mapping that to user workflows.
The cross linking features of mindmapping softwares make it lot easy. Since mindmapping is 'kind of freeform', I end up concentrating on the 'task' rather than 'representation' (e.g which type of UML diagram should I use to represent this) ?
Once initial ideas are clear then I can work on project plan, spec/design documents using UML for more low level details. This approach usually works well for me.
To see if it works for you or not, you can use FreeMind (opensource mindmaping software, good but currently limited functionality). Then You can try Mindmanager or iMindmap for mindmaping. Both integrate well with other Office products.
Usually I start out by grabbing my scratchbook and just start writing down what I want as in terms of features, this should be quite detailed. And can be quite messy with every thing scrambled together, if so, when you're done make an 'official version' of you're ideas on paper (REAL pen and paper works best for this in my opinion).
Then I start making some scetches of how the pages would look like, what information it must contain and translate that to a global database design. Then work that global design to a more advanced level where all pages come together, with relations between tables and stuff.
After that I build up the most important pages on a code framework (I always make use of a framework, if you don't then forget the framework part), and by 'most important pages' I mean in for example a blog that would be the posts. After that build the not-so-important pages, in case of a blog that could be an archive of posts.
If you have that done, put the code together with a design, or do that while coding if you do not seperate code from HTML/CSS/JS.
Oh and yes, do NOT expand your first idea along the way. Just write that down and implement that afterwards. So if, in case of the blog again, you think half way you want Youtube tags in you're BB-code, write it down. Add that later, offcourse before you're initial site releases.
That's my workflow, at least a basic basic, basic description of it.
Start with "paper prototypes", i. e. take a pencil and sketch each page very roughly. This lets you start from the user perspective, which I think is a good idea.
You can then use the sketches for a first hallway usability test and later as the basis for "wireframes" you would give a web designer to work from.
If you've gone through the complete site once, you probably have a good idea of what the backend should be able to do. You can now use your page sketches and compile a list of the actions a user can trigger by clicking on things. This is the raw material for designing the server-side API that the frontend can call.
Using the calls that need to be served, you can design the backend: What functionalities group nicely, what data needs to be fetched, what do you need to store between page calls (== Session variables) etc.
In this process, I have fared quite well by postponing technology decisions (frameworks, protocols etc.) and even class structure etc., until I've gone through the whole thing once in terms of "what things should do what to what other things" (I guess there's a better term).
I think I would start with an open-source SNS solution that comes close to what you need and then figure out how to add use-specific plug-ins, modules, and themes that achieve your purposes. There are a lot of em out there. Building from scratch is going to take a lot more effort and planning. Most SNS functionality is not worth re-inventing. Focus on what will make your site unique and build upward toward that.
I'm a fairly visual person when it comes to designing software so I sketch out dataflows, class hierarchies, UI and flow charts on whiteboards and paper first.
Butcher paper and colored pens can be particularly fun to use as it's 3 feet wide and comes in 100 foot rolls. When you've got a design that's satisfying or sufficiently complete, tear it off the roll and pin to the wall. Update as necessary.
That technique has worked for some large refactors as well as new projects.
You could start with something very simple and then add features a little at a time. You may reach a point where you want to start over, but the groundwork you did will be beneficial. Or you can try to do the whole thing at once, in which case you'll need the advice already given in the other replies.
One more idea: Specify those features you are not going to include, and other restrictions. These are called constraints, and are as important as the rest of the plan, as it gives you boundaries so you know when you're done planning!
If you work for the same company as this person, start by getting everything in writing so you aren't the one to take the fall when the inevitable happens...

How important is it to write functional specs? [closed]

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I've never written functional specs, I prefer to jump into the code and design things as I go. So far its worked fine, but for a recent personal project I'm writing out some specs which describe all the features of the product, and how it should 'work' without going into details of how it will be implemented, and I'm finding it very valuable.
What are your thoughts, do you write specs or do you just start coding and plan as you go, and which practice is better?
If you're driving from your home to the nearest grocery store, you probably don't need a map. But...
If you're driving to a place you've never been before in another state, you probably do.
If you're driving around at random for the fun of driving, you probably don't need a map. But...
If you're trying to get somewhere in the most effective fashion (minimize distance, minimize time, make three specific stops along the way, etc.) you probably do.
If you're driving by yourself and can take as long as you like, stopping any time you see something interesting or to reconsider your destination or route, you may not need a map. But...
If you're driving as part of a convoy, and all need to make food and overnight lodging stops together, and need to arrive together, you probably do.
If you think I'm not talking about programming, you probably don't need a functional spec, story cards, narrative, CRCs, etc. But...
If you think I am, you might want to consider at least one of the above.
;-)
For someone who "jumps into the code" and "design[s] as they go", I would say writing anything including a functional spec is better than your current methods. A great deal of time and effort can be saved if you take the time to think it through and design it before you even start.
Requirements help define what you need to make.
Design helps define what you are planning on making.
User Documentation defines what you did make.
You'll find that most places will have some variation of these three documents. The functional spec can be lumped into the design document.
I'd recommend reading Rapid Development if you're not convinced. You truely can get work done faster if you take more time to plan and design.
Jumping "straight to code" for large software projects would almost surely lead to failure (as immediatley starting posing bricks to build a bridge would).
The guys at 37 Signals would say that is better to write a short document on paper than writing a complex spec. I'd say that this could be true for mocking up quickly new websites (where the design and the idea could lead better than a rigid schema), but not always acceptable in other real life situations.
Just think of the (legal, even) importance a spec document signed by your customer can have.
The morale probably is: be flexible, and plan with functional or technical specs as much as you need, according to your project's scenario.
For one-off hacks and small utilities, don't bother.
But if you're writing a serious, large application, and have demanding customers and has to run for a long time, it's a MUST. Read Joel's great articles on the subject - they're a good start.
I do it both ways, but I've learned something from Test Driven Development...
If you go into coding with a roadmap you will get to the end of the trip a helluva lot faster than you will if you just start walking down the road without having any idea of how it is going to fork in the middle.
You don't have to write down every detail of what every function is going to do, but define you basics so that way you know what you should get done to make everything work well together.
All that being said, I needed to write a series of exception handlers yesterday and I just dove right in without trying to architect it out at all. Maybe I should reread my own advice ;)
What a lot of people don't want to admit or realize is that software development is an engineering discipline. A lot can be learned as to how they approach things. Mapping out what your going to do in an application isn't necessarily vital on small projects as it is normally easier to quickly go back and fix your mistakes. You don't see how much time is wasted compared to writing down what the system is going to do first.
In reality in large projects its almost necessary to have road map of how the system works and what it does. Call it a Functional Spec if you will, but normally you have to have something that can show you why step b follows step a. We all think we can think it up on the fly (I am definitely guilty of this too), but in reality it causes us problems. Think back and ask yourself how many times you encountered something and said to yourself "Man I wish I would have thought of that earlier?" Or someone else see's what you've done, and showed you that you could have take 3 steps to accomplish a task where you took 10.
Putting it down on paper really forces you to think about what your going to do. Once it's on paper it's not a nebulous thought anymore and then you can look at it and evaluate if what you were thinking really makes sense. Changing a one page document is easier than changing 5000 lines of code.
If you are working in an XP (or similar) environment, you'll use stories to guide development along with lots of unit and hallway useability testing (I've drunk the Kool-Aid, I guess).
However, there is one area where a spec is absolutely required: when coordinating with an external team. I had a project with a large insurance company where we needed to have an agreement on certain program behaviors, some aspects of database design and a number of file layouts. Without the spec, I was wide open to a creative interpretation of what we had promised. These were good people - I trusted them and liked working with them. But still, without that spec it would have been a death march. With the spec, I could always point out where they had deviated from the agreed-to layout or where they were asking for additional custom work ($$!). If working with a semi-antagonistic relationship, the spec can save you from even worse: a lawsuit.
Oh yes, and I agree with Kieveli: "jumping right to code" is almost never a good idea.
I would say it totally "depends" on the type of problem. I tend to ask myself am I writing it for the sake of it or for the layers above you. I also had debated this and my personal experience says, you should since it keeps the project on track with the expectations (rather than going off course).
I like to decompose any non trivial problems loosely on paper first, rather than jumping in to code, for a number of reasons;
The stuff i write on paper doesn't have to compile or make any sense to a computer
I can work at arbitrary levels of abstraction on paper
I can add pictures and diagrams really easily
I can think through and debug a concept very quickly
If the problem I'm dealing with is likely to involve either a significant amount of time, or a number of other people, I'll write it up as an outline functional spec. If I'm being paid by someone else to develop the software, and there is any potential for ambiguity, I will add enough extra detail to remove this ambiguity. I also like to use this documentation as a starting point for developing automated test cases, once the software has been written.
Put another way, I write enough of a functional specification to properly understand the software I am writing myself, and to resolve any possibile ambiguities for anyone else involved.
I rarely feel the need for a functional spec. OTOH I always have the user responsible for the feature a phone call away, so I can always query them for functional requirements as I go.
To me a functional spec is more of a political tool than technical. I guess once you have a spec you can always blame the spec if you later discover problems with the implementation. But who to blame is really of no interest to me, the problem will still be there even if you find a scapegoat, better then to revisit the implementation and try to do it right.
It's virtually impossible to write a good spec, because you really don't know enough of either the problem or the tools or future changes in the environment to do it right.
Thus I think it's much more important to adapt an agile approach to development and dedicate enough resources and time to revisit and refactor as you go.
It's important not to write them: There's Nothing Functional about a Functional Spec