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> Most articles I've read say that if fixing a bug in the design
> phase takes 1 unit of effort, fixing it during development will
> take 20 units of effort and fixing it during beta testing will take
> 400 units of effort. That's what we are witnessing with TS2K.
It's even worse than that. The 400 units in beta-test assumes a REAL
beta test, i.e. testing by a small team of qualified users BEFORE
product release.
The costs for fixing go up even more after product release. Not to
mention the costs in customer dissatisfaction, bad word-of-mouth,
lost sales, etc.
Omega shot themselves in the foot BIGtime with this product. They
cost themselves HUGE amounts of development costs and lost revenue
because they let management dictate the delivery schedule to please
the shareholders, instead of paying attention to the realities of
development time.
> Professionals can organize themselves properly and do very large
> and effective projects in C++. If you don't have professional
> programmers, then professional managers should be able to compensate.
Agree 100%.
But even if you have professional programmers, incompetent management
(e.g. dictating schedules) can sink any project. And that, I'm
afraid, is what we're really witnessing with TS2K.
Gary
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