CS333 Project: Preliminary Description (Spring 2002)

Mon Feb 18 17:36:25 EST 2002

Overview

The CS333 project is an opportunity to work on a task larger and more elaborate than any of the assignments: design and write a significant piece of software, working in groups of 3 or 4 people.

The intent is that this will not be just hacking, but a serious attempt to simulate some aspects of reality: choosing something suitable to work on, planning how to get it together, designing it before building it (though allowing for the inevitable changes of direction as things evolve), building it in stages, testing it thoroughly, and documenting and presenting the result, all as part of a small team. If you do it well, this should be something that you can show with pride to friends and prospective employers.

The project will involve many of the issues of software engineering as they occur in small, multi-person real-world projects. Some of this material will be discussed in class, and some will be found in assigned readings.

The considerations affecting the form of the project are:

Project Definition

A large number of real-world systems are based on what is sometimes called the "three-tier model": a user interface, some kind of data management and access, and some process(ing) between them. In some ways, this is merely standard client-server with a new name, but the term does capture a sometimes-useful distinction among components.

Many online shopping services use this architecture. For example Amazon has a web-based user interface; the data underneath is fundamentally a large book catalog and customer information; and the process includes a wide variety of searching and retrieval operations.

News and financial services are analogous: again, a user interface, a background information gathering and filing service, and mechanisms that let a client register for, access and process interesting items.

Even the "build an IDE" project from CS333 a couple of years ago took this form: an interface, perhaps but not necessarily web-based, for editing and control; a persistent store for recording programs and other information; and mechanisms for editing, compiling, and debugging programs.

The project this year will be essentially the same as last year:

This is a very open-ended project, so the big problem is more likely to be defining a suitably bite-sized topic than inventing one in the first place. Almost every web service will suggest something, perhaps novel or perhaps "We can do that much better"; either would likely be fine. Hiding, selecting, or merging data from existing web services might be a possibility; shopping and other bots are an instance. Yahoo is a good place to start; one of their core competencies seems to be to invent such special services.

Look around the campus for other possibilities: online maps, tours, notification services, databases, and so on are all potentially interesting and feasible (though make sure that the information that you want to use is actually available -- concerns for privacy, property and other people's turf can all get in the way of a great idea). Some of the best projects come from noticing a place where some task is done by hand or poorly by machine when it could be really well done by a suitable program.

A couple of last year's projects were particularly clear-cut examples: a system that managed personal finances through a web interface, and a system that connected on-campus owners and borrowers of VHS and DVD's, a sort of combination of Blockbuster Video and Napster.

The assignment is to create such a system, using whatever combination of existing tools and new code is necessary. The functionality that you must provide includes the following:

Some Options:

Distributed or local: The most typical systems are distributed: the user interface runs on a client machine and the data is stored on some server. The processing might be at either end, or some of each.

Languages, tools and environment: You can use any combination that appeals for any aspect -- web-based or stand-alone; PC or Unix or Linux; Java or VB or GTk or Javascript; CGI or JSP or roll your own. The only restriction here is that your system must be readily accessible for grading, and accessible enough that you can demo it effectively in the CS building using departmental connections to the rest of the campus.

Make versus buy: Much modern software development is done by combining components that others have created. You can do as much of this as you like, as long as the finished product acknowledges the work of others, and has enough contribution of your own.

Things to Think About

I have attempted to make this as open-ended as possible. This is your chance to invent something new, or to do something better than others do. You might think of this as practice for a new e-business or e-service, the sort of e-thing that made some of your predecessors here (like Meg Whitman and Jeff Bezos and Phil Goldman) into e-zillionaires, at least before the recent dot-com collapse that has left them merely multi-millionaires. Of course if you have a really good idea and sell out to Microsoft or do an IPO by the end of the semester, it's an automatic A+.

But you have only about 10 weeks, so you can't get too carried away. Part of the assignment is to plan exactly what you are going to create, what each team member will be responsible for, and what interfaces you will require between components so independently-created pieces will fit together. What schedule will you follow? How can you work on different parts in parallel and keep them integrated? How will you ensure, if your time estimates are too optimistic (as they inevitably will be), that you have a working subset, rather than a non-working collection of partially completed pieces? How will you convince a skeptical TA and instructor that you are making progress, not just writing code?

Since the project will involve multiple people, a significant part of the task is to divide the work into reasonable pieces, with planned interfaces. Each of these components must be a separate entity, which can be implemented and tested separately. But you will have to think carefully about the interfaces between them. So that each person contributes equitably, it is also necessary to be explicit about the roles of each person on the team. Each person must write a reasonable fraction of the code for the system, no matter what other role they play.

The project will represent about 60 percent of the course grade. All members of a team will get the same grade (with the potential for a small correction factor in the unlikely event of someone not carryingg their fair share of the load), so you must make sure that you all agree on who will do what, by when, and to what standard. This is an important point: at the end everyone must sign the project documentation attesting that they have done a reasonable share of the work.

Here are some things you should start thinking about now; this will list be augmented over the next few weeks, and we will talk about it in class as well.

Schedule

The following schedule is subject to change in detail but the spirit is right. Take note.

Since the project involves more than half a semester, it is possible to develop a significant piece of software. At the same time, serious planning and steady work will be required for your project to be completed on time. To encourage planning and organization, the project will have several deadlines that will be enforced. [Some of the dates near the end may have to be shifted a bit; there will be adequate warning.] Christine will be responsible for primary supervision of the teams; I will act as backup and second-level management. You will be required to meet with Christine or occasionally me approximately once a week after spring break. This is a graded component of the project, so attendance and preparation will matter.

We will also try to follow good software engineering practice as much as possible; in particular, this will mean using checklists and other planning forms that help organize and monitor activity. I will lean heavily on tools by Steve McConnell.

	 S  M Tu  W Th  F  S
Feb	                1  2
	 3  4  5  6  7  8  9
	10 11 12 13 14 15 16
	17 18 19 20 21 22 23	preliminary project info
	24 25 26 27 28	
Mar	                1  2
	 3  4  5  6  7  8  9
	10 11 12 13 14 15 16	bwk meetings; initial project proposal due
	17 18 19 20 21 22 23	(spring break)
	24 25 26 27 28 29 30	detailed project plan, TA meetings
	31
Apr	    1  2  3  4  5  6
	 7  8  9 10 11 12 13	prototype
	14 15 16 17 18 19 20
	21 22 23 24 25 26 27	alpha test
	28 29 30
May	          1  2  3  4	beta test
	 5  6  7  8  9 10 11	project demos (approx)
	12 13 14 15 16 17 18	Dean's date: project due at 5PM
	19 20 21 22 23 24 25
	26 27 28 29 30 31

  • March 13: Preferably well before this date, I would like to meet with each team for half an hour to discuss your plans before they are set too firmly.

  • March 15: Your team must have been formed, and you must have sketched out what you expect to accomplish in your project, and how. Each team must submit a brief (about 2 pages) description of their project, along with a list of the people involved and their anticipated roles. If you need help finding partners, use the newsgroup. If you need help finding a topic, please talk to me and Christine; we're happy to respond to ideas, make random suggestions, and help steer you. But it is your responsibility to come up with a project and partners.

  • March 29: By this date, each group must meet with Christine to go over their project in more detail, to describe their schedule, the components and interfaces, and the allocation of people to tasks. It is highly desirable to plan a sequence of stages such that each represents a working system; if your schedule proves too optimistic, this gives you a fallback that you can still demonstrate. You must bring a draft of your plan to the meeting, and hand in a final plan by this date.

  • April 12: Prototype. By this date, you should have a bare-bones prototype that shows approximately what you are trying to do, and what your system will look like. It need not do much, but it must do some minimal part of the job. You should not be considering major or even very many minor feature changes after this date.

  • April 26: Alpha test. By this date, you must demonstrate an "almost working" version of the core functionality of your project. "Core" means the basic operations that form the essence of your project; if you were doing Amazon-2, for instance, this might mean searching for books and accepting orders. "Almost working" means that wizards (you) can help experienced programmers (us) to use the system. Ideally, since this is a user-interface project, the use should be obvious, but some hand-holding is permitted. Your code may crash and need restarting. But you must be able to convince us that your project can be completed by the deadline.

  • May 3: Beta test. Your code should largely work, all intended features should be installed and working, no major component should be incomplete. A determined sadist might be able to break your system, but a casual experimenter should not. Drafts of written material should be underway.

  • May 8-9: Demo days. Each group will give a brief (30 minutes max) quasi-public presentation of their work. All team members must attend the presentation. You will also be required to attend at least a few other presentations, for instruction and moral support. A one-page marketing blurb and a web page must be available for interested users. I would also like to encourage real use by naive users: your classmates on other teams. You must attempt to use some of the systems written by others and see how well they work. Depending on how projects shape up, this may be done by area of interest.

  • May 15: Dean's date. Everything must be done and handed in by 5:00 PM on this date, without exception. Final submission has to include a man page, an internals document describing the implementation, and a report on how the project and the team worked out and what was learned.

    Grading

    Grading for the project will be based on a number of criteria, including

    There will be more information as we go along, to flesh out or clarify some of the sketchy parts here. There will also be class lectures on some of the GUI-building tools and on networking basics.

    You are encouraged to ask questions that will help clarify things for everyone. Murphy's Law applies to projects and their administration, so there will undoubtedly be screwups. I apologize for those in advance, but of course they too will be a simulation of reality...