Why Google Cloud Functions (Cloud Scheduler) suddenly much more expensive? - google-cloud-functions

I usually had to pay $0.10 per function, which made about a few cents a month. Now it costs a few dollars and seems to come from non-firebase services, which I dont understand.
I have 2 projects. One of them I didnt even touch and suddenly the costs are higher and is shown under the description "Jobs".
Does anyone know, why that could be the case? I dont know where these costs come from and I also find it weird, that the dont stay the same. Would be incredibly thankful for any help. :)
I tried to look for a solution or the origin of the cost increase, but I couldnt find the reason for it. Since I didnt even change anything for the one project and still the costs increased that date I have no explanation for it :(

Related

How do you price web design projects?

I thought I would try this here, as this site has been a fantastic place for answers so far! I’m interested to find out how people price up projects, as I’m currently having a problem with a client and the amount of designs/concepts we are doing.
So when you price up a project, do you give a fixed price and say you get 1 or 2 design concepts within this price? Then extra designs are so much each time?
Any examples of how you might spec up say a generic content managed site would be great too ;)
We look at the average complexity of the project and work out an hourly rate, then we estimate how long it will take and charge accordingly - so the client doesn't know about the hourly rate only a fixed amount.
This works well for both ends, the client doesn't have to worry about us going over budget if a problem comes up and if we do it quicker than our estimate we still get paid the fixed rate.
Regarding the hourly rate, it really depends on the project - for your example it would depend if we had to build a bespoke CMS or they already had one in mind.
at first, i give the customer a price range, based on estimated hours and our hourly rates ... if he is ok with that, i dive into details, doing a detailed plan and feature description, recalculating the price more exactly and seperating out parts/modules/features that i believe to be optional ... the most important thing is, that the customer gets all he wants and that you get paid for all you do ...
about estimating:
you should always take into account, that some problems might arise ... this fenomenon of course varies from task to task and you need to know very well, what how chances are ...
if you don't, take external manpower to do the job for you (don't force doing everything inhouse ... don't take responsibilities for things that exceed your competence ... also, you might find new potential employees) ...
always let those make the estimations, who will do the job ...
also, take in account, that people have different "estimation factors" (not sure this word makes complete sense in english ... by that i mean, that you DBA might always estimate 1.5 times as long as it takes him, and your CSS monkey maybe just half as long) ...
don't forget to plan a budget for communication and feedback loops ... talk about this to the customer ... explain him, that an hour of really thinking about what he wants and explaining that to you, will save you/your team many hours, which in the end is his money ...
if you still cannot plan a reliable estimation in some areas, discuss this with the customer and possible solutions ...
it is in everyones interest, that your estimation is good, because too much leeway will make your offer bad and chase away customers ... and a budget that is too tight is very vulnerable ... you wanna get paid for the work you deliver and your customer wants to pay for the work he gets delivered ... be fair and honest ... and don't hesitate telling your customer if the expect something to be far to cheap, but also be a good consultant and don't sell them stuff they don't need, or charge them too much ... that way, they will come back ...
greetz
back2dos
I just give a fixed amount, for the reasons that Tjkoopa lined out. The trick is getting the estimation part right. That means that you need to measure how much work you put into every website you built. Joel Spolsky has a great article on evidence based scheduling. Only if you can estimate how much time you are going to spend on a project can you quote a fixed price to your customers.
I've found for smaller sized businesses, or maybe even the mom and pop type folks that want to get their small little project up on the web, a fixed "package" price works great. I lay out for them that they'll have up to X amount of pages, some basic database work (if needed), and some basic shopping cart/forum/blog setup done for them in this package. I typically provide two different design options for them to choose from. If they want to out beyond these items, then I start applying hourly rates based on the work.
More importantly, I also indicate the service available. They get free basic maintenance (simple page added, spelling corrections, not content block to the basic page) on the site as long as they are with me. There are plenty of outfits out there that will do things for a decent chunk less than what I'll charge, but they won't get the updates, they won't get the customized design decisions, and most importantly, they won't get the personal attention to their site they would want.
Those kind of features help justify a slightly higher price, and the fixed price allows the customer to not guess how much they are going to have to pay, which may make them try and nickel and dime your time away. You give them a solid product, at a solid price, and they can feel confident in that.

Is writing specifications for hobby projects the only way for them to be finished?

Here's what I'm wondering. Every night that our 3 months old baby lets us sleep, I jump to my computer and start coding my hobby projects. I have about 20 different projects that I'm working on: different types of projects, from C++ games to web apps along with some contribution to open source projects. It's truly a passion and has been for a lot of years.
Yet, when I look back, I see that I haven't been able to fully complete one of my hobby projects. I've always done the prototypes and setup the most important features, but with time instead of finishing my project I end up switching to another project that seems "so much cooler" at the moment. Hence I usually end up with buggy and incomplete games that have no end nor story, 3D engines that have the fastest PolygonDraw routine ever, yet lack to implement anything else, etc... The list is long. I think I must have written unfinished Pong over a hundred times different!
I've been told that the remedy is to write specs for my hobby projects.
On one hand, I write a lot of specs at work. I know how crucial they are for defining a product's roadmap and staying within schedule. On the other hand, specs and hobby project just quite don't seem to go along! It seems to me that the learning curve to building a game is actually what makes it fun; not the game itself. Hence the fun of losing time restructuring an entire engine, the fun of creating the most useless features, and so on...
So here comes the question: Do you ever write specifications for your hobby projects? How are they different then the ones from work? How do you manage to complete your hobby projects?
I'd be glad to know while I work on my new project: a piano sonata generator :)
I don't think writing specs is the solution to your problem. Clearly, your "hobby projects" are things that you find fun. You write the fun parts but then avoid the not fun parts that would be necessary to complete something.
If you're just "programming for fun" then good, you're succeeding. I don't think writing specs is fun.
If you really want to "finish" something, the best way isn't to write a spec, it's to not jump to another project when the fun factor dips.
It is all about 'Self project management' ... even for fun.
I feel for you ... I used to have many repos that tended to all get stuck at around revision 200 or so.
Here is what used to happen, because I didn't do enough planning, after around 200 commits, things get messy and need a rewrite ... then interest disappears because it seems like too much hassle.
I learned to write my own specs for personal use
to
Give me focus to get the job done, and not go off into feature creep lane
Remind me what I am working towards
To have great ideas before I get coding
Keep thing more fun for a longer time
For me, writing my own specs is vital to getting anything done!
You wouldn't start a business without a plan would you?
For personal projects I have tons of moleskine books filled with rough specs and ideas. When they mature, they migrate from the note books into real documents and the coding begins.
BIG EDIT: On a drive for personal efficiency and, to get projects finished. I read "Getting Things Done" ... Despite all the hippy crap about 'psyche' and various levels of mind (which im sure is not based in any science) the tips are very good.
I don't get too complicated, but listing out all of the features and requirements that you want included in your application really does help. As with most hobby projects you often don't just sit down and code them straight through for 2 months and finish them. It's an hour here, two hours there, etc. Basically it's very common to forget what you were working on last and what the original purpose of this super great idea for an application was.
If you spend a few hours writing down specs and requirements it will be very valuable to you 6 months down the road when you get some free time or your ADD switches to that project and you try to remember what it is this was suppose to do.
I just found out recently that writing specs is really the thing I need to get my projects done.
I've been a bit like you, tons of projects, jumping from one to the other and never getting things finished. Until about 6 months ago, when I started to actually write specs and have a kind of roadmap for my projects.
All that I can say is that, it actually works, because you break your projects into smaller steps, just like a race with checkpoints, and when you start to mark the checkpoints as done, it feels good, addictive and your focus will be on the finish line.
This way, you get to keep only 1 or 2 projects at the same time, but actually finish them. And of course, you have the extra and pretty valuable bonus of keeping up with the project even if you don't touch it for about a month or more. The specs will always be there to remind you of the goals and purposes of your project.
This is just my personal experience, and I believe that you should give it a try. Hopefully it will workout for you too.
I've been able to do some hobby projects and finish some of them. I try to finish them all but some i just cant muster.
The reason i think is that the amount of details that are needed to finish a projects are so many that it goes from a passion project to a chore of a project.
What helped me finish most of mine is that they stayed a passion until the finishing touches were left. So i just plowed through them.
Will a spec help, to some degree yes. They get you further into the project but almost always there's a point where the passion fades and you look for the next shiny object.
It doesn't work for me! Infact whenever I'm writing up specs I'm generally making the projects even bigger, and less likely to be finished.
Sometimes the best way to do it is to just do it.
Ze Frank explains this much better than me:
http://www.zefrank.com/theshow/archives/2006/07/071106.html (video link with swearing)
EDIT: Just to add. If you are finding you want to leave your half-finished project for a new, grand idea... do it! Don't look back!
Completion is not a requirement for your own pet projects. Nobody will blame you for not finishing stuff that barely anyone else would even bother starting.
The reason you started was because of passion. That is very important. You should not force yourself to 'slog through' in your free time. You will drain your passion which is your most vital resource.
I usually write a first set of spec when I get started.
I'm also a big fan of paper thinking, so I'll draw screens, UML, diagrams, flow charts, design elements... It's just a matter of defining the scope of your project and be able to watch what you had in mind. It really helps me think.
These documents will be my specs for the whole project. I will add others as I go, but I'm not trying to maintain the old ones as much as I would have it it was a work project: I know where I'm going and I can keep track of the changes looking at my code.
Of course, some of my hobby projects are done collaboratively. In these cases, I write down more specs in order to have a better communication with my team and I try to keep documents such as DB Diagrams up to date.
I also have several hobby projects that I have not finished. I have about 10 and have written a specification for exactly one of them, the largest in scope (also a game).
I have not finished either the ones without specifications, nor the one with. I think this is because I never publish the work or show it to anyone so it remains full of bugs and never 'finished.
I suppose that this means that regardless of whether or not you have a spec, it will not affect the success of the project as much as other factors, like having the time, motivation, help, and having confidence.
The single best thing I've ever found to help move towards completion is to have someone else working on the project with you. Find a friend (or two) who is interested in the same thing and design/code it with them. Not only do you have someone to bounce ideas off of, but you've also got someone to motivate you, not to mention progress is twice as fast so you'll hopefully finish before you give up :)
Of course, it requires source control, but you were already using that for your projects, right? :)
Do you want to finish them?
I think it's reasonable to never finish a hobby project. You can just keep working on it as long as you live. Aciddose has been working on his virtual instrument xhip for years, stubbornly never getting to 1.0, making the instrument patches people program worthless from one release to the next. Yet he and the users of his softsynth seem to be having a grand time.
Maybe if you just aim for a "release" and not being "finished" you'll be more satisfied. Betas let you keep dreaming.
Yes and no. I write notes in a notebook as I'm thinking about it, and add to it as I implement it. It is a somewhat different process from work projects where someone else may have to see the spec.
I finish about half of what I start.
I've helped with development on a range of systems from safety critical avionics to throwaway personal projects like a Sudoku solver. Obviously with the avionics systems, specifications were critical to the safe operation of the system and to prevent killing somebody, but I've never bothered with my personal projects.
I think this is because specs are generally boring to read and write. Joel wrote an interesting article about this, and how to make them better if you do write them:
Painless Functional Specifications
Unfortunately I haven't had the guts to try making my specs more fun to read at work yet.
Maybe intead of writing specs you should try working on some projects for or with other people? That could provide some external motivation. I do some web devleopment for my cousin's drive in theater, and if they need a feature they won't stop asking me about it until I finish it.
The single biggest piece of advice I could give you would be to get something out there - make the spec for your first version small enough that you actually feel you can complete it, even though it won't have nearly all the features you want.
Once you get something out there, the pressure from users of your software will be enough to hopefully keep you going on it. It also ensures that the direction you take in development is the same direction your users want you to go.
If you don't actually get any users, then don't feel so bad about dropping the project - if nobody is interested, it probably isn't worth pursuing.
If pressure from your users isn't enough to keep you focused, then open source it. If there's enough interest in it, somebody else will pick it up where you left off, and you are free to move on to bigger and better things.
Unfortunately, after writing specs for the core of the DIFL engine (don't bother looking it up, as there's no trace of it outside my home systems), I still didn't finish it up.
Short answer: developing specifications for a hobby project is neither necessary nor sufficient to guarantee completion.
That being said...
I keep an engineering notebook for all of my personal projects. I use the notebook to capture all sorts of things about the projects on which I work. This includes project motivation, valuable resources leveraged during the project, things developed over the course of the project that might potentially be reused later, key insights gained, etc. etc. It also includes, more to your question, specifications for most of the projects. I employ an agile/lean approach to creating these specifications which, for me, is compelling from a cost/benefit perspective.
btw...I have many, many personal projects that did not culminate in a complete working system. Some of these I might get around to completing 'someday maybe'. I consciously chose to stop working on some of the others because they had served their purpose (e.g. introduced me to a new technology, helped me better understand a language feature, etc.) Continuing to crank away at projects like these would have led to diminishing returns so I chose to reallocate my time to projects I felt were higher leverage.
The real question is: what is your hobby? Is it finishing a project, or tinkering. If getting the last ten yards is a chore, you have to decide if it's worth it to you. Writing detailed specs will work; so will self-flagellation if you're into that sort of self-discipline. Nothing will make it easy if it's against your make-up, so you have to decide whether the end-goal is worth anything to you.
And, just to demonstrate that there is nothing programming-specific about this point, you might really like this guy. One of the main points in his work is that conceptual artists, such as Picasso and Da Vinci never really cared about the final execution--the idea was everything, and, having asserted it, they were strangely content with someone else finishing the actual work or leaving the sketch unfinished and unpublished.
I'm not sure that writing specs is the solution to your problems (or mine which seem similar) however in the case where I want to make something more than a throwaway experiment there are a few things that help me slightly without taking the fun out of it.
Specs really are quite tight and should be technical but for a hobby approach you could write up a little bit of something similar much more loose that outlines some of the things you would like to feature and shows how they fit together in a sort of design draft. Though not as detailed or restrictive as a proper spec it might help to keep the tinkering leading in the right direction.
Secondly you could break it down and depending on your time allowances maybe add a few goals in. If you focus on building one part of the project as a time breaking it into subprojects that can be linked together at the end, it gives a feeling of progress as you move from part to part rather than feeling like you have been working on the same thing for ages and can't be bothered any more. It works if you tick it off on a list, since usually it has to happen atleast mentally anyway.
In saying this if your goal is to play with certain concepts and not actually create a final product then you probably won't because you aren't working towards it. One way might be to take the above mentioned idea of breaking it up and then find a way of adding something personally interesting into each part that bores you, maybe trying to add a challenge into it or something.
I'm not particularly experienced still learning, but this is how I keep my tinkering together(sometimes unless I hit a total block cause by inexperience) and how I've approached many multimedia and web projects on a hobby basis in past years. Though the guy who said open-source it when you get bored and let someone else pick it up, that was a good idea if you want to see your code used but have satisfied your personal goals.
I have much the same problem. One thing I've noticed that HAS helped though, is lowering my ambitions. like WAY WAY low. Writing a spec is one way to reign in the ambitions, if you have some kind of limiting rule for the spec, like "The spec can only be one page", or "the spec can be no longer than 300 words long", or "Spec only something that I can get done in one day of coding". Getting the balance right can take some practice. If you go with the last limit, you can impose the rule of MANDATORY dismissal of the project if you can't finish it in one day.
The nice thing about this, is it limits you to achievable goals. This might sound really stupid or wrong at first. Or maybe it sounds reasonable, but you just can't help it, you wanna do amazing things, not ordinary things! Not small things that you can only get done in a few hours!
but keep this in mind:
“A complex system that works is
invariably found to have evolved from
a simple system that worked. The
inverse proposition also appears to be
true: A complex system designed from
scratch never works and cannot be made
to work. You have to start over,
beginning with a working simple
system.”
—John Gall
It is SO MUCH easier to make that ambitious project, if you already have a FINISHED and WORKING project to base it on. Then the "more complex thing" CAN be a project that fits in a day. This is the ideal and philosophy I'm working towards, because I think it has the best chance of succeeding. Looking at past successful projects, the vast majority of them evolved in this way, whether it was intentional or not.
What helps me a lot is to split a new feature into small tasks that could each be done in an evening hacksession. So if I have time, I simply pick one task from the list and just finish it. This is often enough to get "in the flow" and do "just one more".
I do this only for one feature at a time so I don't get distracted by all the other cool things I could add to my application.
I constantly write specs for my projects, in work, at university and outside in my free time. The biggest weakness of a programmer is his/her memory, so I find it good to keep myself busy during my thinking time by writing down my every thought into some sort of structured document. Before you know it you've written a full database schema or have a Requirements Specification.
At the moment I'm working on improving my SQL skills, and I've been spending a lot of this free time between writing queries writing down my experienced. After a couple of tweaks I had a decent document outlining what needed to be done.
I think the core problem is not the lack of specs, but rather that finishing something (anything) is hard.
It is hard work. It may seem as if your program is 90 % done. But doing those last 10 % (rooting out all bugs, getting the application to release quality, writing documentation, etc) requires as much work as the first 90 %. And if you want to be serious about marketing your program, answering support emails, fixing other people's bugs, that's more work still. And perhaps not the kind of work you are most interested in.
It is also hard mentally. An unfinished project has unlimited potential. It is an empty canvas where you can project your unbridled ambitions, lofty ideals and revolutionary thoughts. Once it is finished and made real you have to see it for what it is. Limited. Flawed. Never as pretty as the idea that spawned it.
That said, finishing something can also be very rewarding. You learn a lot, get a reality check on your ideas, the satisfaction of having completed something and you get to see what other people think of your work.
Some advice:
Make sure that you really want to finish the project. I.e., that the rewards are worth all the hard work. (If not, then accept that fact and remain a happy tinkerer.)
Find ways of motiviating yourself through the "boring" parts. Specs, maybe, if it keeps you focused. But find whatever works for you, whether it is ticking of todo-items, rewarding yourself with a cookie or dreaming of fame and fortune.
Release early, release often. The more you save for a "big release" the bigger is the chance that that release never happens.
First release, then rewrite. When you feel the urge to do a major rewrite, do a release first, then do the rewrite (if you are still up for it). Software is never perfect. If you strive for perfection without any pressure to release your half-baked (but existing) code, then you will never be done.
Most hobby projects of mine don't really get finished either. As long as I'm working on something and learning though I don't think thats a problem. Currently I'm not writing specs, but I am practicing/training TDD. I bring it up as I write tests that are the specs. Some days I'll sit down and just create a bunch of tests outlining what the software should do. Some days I make those tests pass. Its enjoyable in that I don't have to keep the code all in my head, and at any point I can sit down and make further progress by fixing the broken tests. Things just work, its kind of surreal.
Joel's article about the Evidence Based Scheduling works for me. Though I implemented it differently.
The idea is to break the project into small tasks and give estimates, then make a forecast when your project will finish based on the time the finished tasks took to finish them.
You may think your project will take years to finish, but actually from the estimate it's just two months or less. If you work more and finish tasks quickly, you will see the finish date coming earlier.
I think the most motivating thing to proceed forward is seeing the goal coming closer you run towards.
Plus: create something you will use later. Using stuff gives you incentive to improve it later.

Is it possible to sell an idea for software without actually developing it? [closed]

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I have my moments of inspiration like many others -- most of them bad, with a few diamonds in the rough. Is it possible to monetize those diamonds with stakeholders or entrepreneurs without actually being the person to handle development and technical? Any avenues that you can recommend would be appreciated.
Yes it's possible but also you should consider this:
From Getting Real
Awful idea = -1
Weak idea = 1
So-so idea = 5
Good idea = 10
Great idea = 15
Brilliant idea = 20
No execution = $1
Weak execution = $1000
So-so execution = $10,000
Good execution = $100,000
Great execution = $1,000,000
Brilliant execution = $10,000,000
To make a business, you need to
multiply the two.
The most brilliant idea, with no
execution, is worth $20. The most
brilliant idea takes great execution
to be worth $20,000,000.
That's why I don't want to hear
people's ideas. I'm not interested
until I see their execution.
However I think it's possible make a draft and show it off to seal a deal.
It's possible, but consider this: how much value is there really in an undeveloped idea? You're not the only one out there with great ideas you can't implement.
Having said that, if you really think it's new and original, you might as well use the broken system to your advantage and look into patenting it.
Ideas are a dime a dozen.
Getting them out the door is where the real work is.
There's a lot more to a new product than just an idea and software development. Frankly, these are two of the easiest parts. Marketing your product and getting people to actually buy it - that's the hard part!
Depends on the nature of the idea, but if all you have is an idea, but no work, you're unlikely to find a buyer who will pay you a decent amount.
No.
Everyone has ideas. They are a dime a dozen. Less than a dime a dozen.
Ideas without implementation are wothless. You can neither get, nor deserve, any money without anybody doing any work.
Start a business, get a business loan to fund your business early on. Pay people to work for you developing said idea. Once you have early prototypes then you can start looking for outside funding and try to make returns on your initial investments.
It is possible to sell an undeveloped idea but probably almost impossible to protect it. Consider this, no matter what you do competitors are watching for quick solutions.
The only real means of protecting a niche in a market is to be the best at it, to gaurentee that a replication of your product will be a waste of money, because it will pale in comparison, due to your head start in developing the product.
In short if you can't be the best at your idea, it will be replicated and you'll be outcompeted.
Therefore,
If, and only if, you're convincing (or crazy) enough to find someone who can competitively produce your idea will you be able to monetize the idea.
In general I would say no. Investors will at least want to see a prototype.
If your idea is amenable and you are willing to do some work, you may be able to take your idea and sell it as a consulting engagement to a company. You can structure the agreement to keep the rights to your software. I've worked on a project like this before.
Of course, you could always build a time machine and travel back to 1995 where you could sell ideas without having anything built.
You said that you have potentially money-making ideas, in moments of inspiration, and that most of them are bad. I suspect most of us are like that.
How do you tell which ideas are bad and which are good? It's usually impossible to do so without trying them out. If you're willing to go out and work on one, you're at least showing that you have confidence in that one. If you aren't willing to, why am I to have confidence in your idea? Give me some reason to believe somebody (perhaps you) thinks it a good idea. (Alternatively, you could try patenting it, which last I heard cost about ten thousand dollars or more in the US, but that could also turn me against the idea.)
How do you handle a situation where I might have had the same idea, and for whatever reason didn't pursue it? I'm not interested in giving you money if I implement an idea I came up with independently. If you tell me the idea, I can always (honestly or otherwise) claim I had it also. I'm not interested in signing anything that restricts my actions in the future (like the ability to profit off an enterprise without cutting you in) unless I get something for it. I'm also not interested in putting myself in the crosshairs of a lawsuit if I start a business and you think it was from your idea. I have no business reason to listen to your idea unless I already have some confidence it will be profitable to me, and for that see the paragraph above.
Ideas come to everybody. I have ideas. You have ideas. Why should I pick an idea that gives you a cut of the profits, when I can pick an idea I had myself? Sure, I probably overestimate the value of my own ideas, but you probably do also.
You see people making lots of money for no particularly good reason, an author cleaning up on a book that's not all that good, a financial analyst getting millions while bankrupting his company, that sort of thing. What you don't see is that those people put in a lot of time and work to get into that position, where they could profit unfairly. If you're willing to put in that effort, maybe you can get an undeserved profit too.
So, if you have an idea that could be worth millions, get a start on it. Don't try to profit from it without something to show, preferably something that shows off advantages without giving away the whole idea. That shows that one person, at least, has some confidence in the idea. It puts you out in front, if only slightly, and demonstrates that you're probably the logical person to keep going with the idea. It allows you to discuss possible ways to exploit it without giving away the whole thing. It allows me to save face; rather than admit that you have better ideas than mine, it allows me to finance you on the basis of something tangible. (Never expect somebody to pay you just for being smarter than they are. If you are, they won't want to admit it. If not, well, why should they pay you?)
I run a small software shop and over the last 20 years I've had dozens of people approach me with ideas. Most were users who were thrilled to simply see their ideas brought to fruition. Some were convinced, as you appear to be, that they had the "next big thing" and just needed a programmer to make it work. One guy actually sent me a "non-disclosure" agreement that would have, in essence, given him ownership of everything I developed in our field forever after signing the NDA. His "logic" was that his idea was so wonderful that anything I ever thought of after hearing it would be colored by his brilliance! Obviously, I threw it away and he faded into obscurity.
My take is that ideas are free, period. If you don't have the wherewithal or initiative to turn your idea into a real product, or even just a prototype, then you simply have no claim that anyone else need honor. My apologies if this sounds harsh but I've simply been at this too long to buy into the proposition that the people who do the actual work should owe anything to people who just free-associate.
If you do put in the effort to make the idea real, then you are owed the full protections of the copyright and patent laws to the extent that they apply.
First : You should discuss your idea with people you know who are good in that technical domain. They will tell you if 1. The product is worthy 2. There is nothing like it in the market already.
You could then try venture capitalists with your market analysis. There you might have to justify as in why you don't want to develop the product but want the money up front.
There are people who would buy the idea but the chances are slim if there is no prototype at least.
Genius is 99 percent perspiration and 1 percent inspiration.
-- Thomas Edison
If you don't have the time to develop your idea, you might have to be satisfied with giving it to others and watch it flourish. Or else, found a company, hire a CTO and CEO, and offload the implementation work. You might then have to be satisfied with only a small fraction of the company.
Professors give away their ideas to "student entrepreneurs" all the time, trying to get them to actively perform implementation work. The professors would co-found and then provide consultation to the company.
Yes, it is possible to sell idea/s. But before that just google it if your idea is already implemented or already stolen by someone else. Its a huge world with common thoughts. Every time google disappoints me by showing number of results of my (so called unique) ideas. But keep trying, you may be Genius.
Get yourself a sales guy that has no problem selling "vapourware".
Then when he's sold a version of it, code like mad to get it done.
Unethical, maybe, but if you can pull it off, it'll get a startup up and running nice and quickly.
How do you know it's a good idea? Evaluate your idea, assess the market it will play in, identify experts or talent that could implement the idea, create a rough marketing plan or launch plan, make some blue sky revenue guesses, and figure out the next smallest possible step towards realizing the idea (that is, plant your first milestone).
Now bounce all this around friends, and business people asking for evaluation. Take it to your local Small Business Developer Center and see if they have advisors that you can meet (most have some type of network of retired executives).
If (and it's a big if) you have the capability to implement the idea than yes, you might get angel round funding, a business loan or a team of excited volunteers willing to sweat for equity. That first milestone is key for some investors - "Fund me to this point and then we'll sit down and look at what we've got and re-evaluate and hopefully decide to continue funding."
Ideas are cheap. Implementation takes money, time and especially effort. And it's effort that is valuable.
If you just want to jot down your ideas and sell them, just write a book of ideas.
I would probably buy your idea if it would be so great.
For me ***the lack of idea is the issu***e, I would stand up for its execution (after its evaluation of course).
Not sealing a deal here, but startups would not be able to pay for the idea, instead they would be able to make you co-founder, stakeholder or similar when they will start implementing your idea.

Are there any strategies to avoid satisficing?

Satisficing (a portmanteau of "satisfy" and "suffice") is a decision-making strategy which attempts to meet criteria for adequacy, rather than to identify an optimal solution. A satisficing strategy may often be (near) optimal if the costs of the decision-making process itself, such as the cost of obtaining complete information, are considered in the outcome calculus. (Source)
Most decisions in software engineering are easy enough to take without pondering for hours on the subject. The first solution that comes to mind is usually good enough, so we can quickly use that and proceed to the next decision.
However, there are also those rare cases where you have to solve a more difficult and / or critical problem. Those problems can cost you a lot of money or time when solved in a suboptimal way.
In those cases I am usually trying to come up with several completely different solutions/approaches of solving the problem. I then pick one and refine it until I am fully satisfied with my solution.
Usually this works, but sometimes I can only come up with one adequate, but not really good, solution. I am aware that my solution is not very good and the problem is critical enough to warrant some more effort. However, knowledge of the solution I already found blocks my creativity, so I just can't find a second one (at least not right away). I am stuck with my mediocre idea and, unless I can ask someone else, I have to implement it to move forward.
Are there techniques to overcome this? The two things I can think of is holding a brainstorming session with someone else or going for a walk.
What do you do in those cases?
I would normally have two problems with putting a problem aside for a week: a) my boss probably wouldn't go for it because the business will usually need a solution sooner as opposed to later, and b) I have the attention span of a gold fish, so if I drop a problem for that long, I will have to take time to walk through the problem because I've filled my brain with dozens of other problems in the meantime.
That's not entirely bad, because sometimes I do find a better, more elegant solution when I'm forced to refresh myself on the code and the business constraints that define the problem, but sometimes I just spend half a day running myself into the same dead-ends.
All that being said, the idea of putting a problem aside is a good one, but it's the time frame that's important. I've often realized a solution while eating breakfast the morning following an end of the day spaghetti-code brain lock up fiasco.
Trying to articulate the problem to colleagues often helps, just because the effort will expose gaps in your understanding of the problem. Usually the other person won't find a better solution unless they're actually working with you on the problem from the beginning, just because they won't understand all the constraints that you've probably spent days mapping out in your head.
To answer the original question, my preferred method after taking a break and running it by some colleagues, is to implement the adequate solution and just get something working.
One reason is that if the client decides that wasn't what they wanted, because they never really know what they want in the first place, you won't have spent too much time on something that'll be thrown out anyway. Another reason is that the adequate solution might just be that: adequate. You can move on. The best reason is that an implementation gets you into the hard questions quickly, and from there you might start to see a better solution.
It's like building models as an architect. You can do lots of drawings, and even spend a lot of time on nice renderings, but it's really more effective to quickly get a glue gun and starting throwing cardboard models together. Once you can see it in 3D you can start to see where things don't line up properly, and you haven't wasted your time on nice renderings that will gloss over the shortcomings.
In my experience I address that by putting the problem aside for a while, say a week. Let it rest. Then come back with a fresher mind and you'll start to see things you didn't before.
Of course, YMMV.
Describe the problem to someone else and ask how they would solve it. Sometimes it'll be the same solution you came up with, in which case, point out the flaws you've already perceived in it and continue the dialog.
Sometimes it'll be a solution you didn't think of, or one that helps you solve problems with the solution you did have in mind.
However it works out, I've found discussing the problem with others to usually be a very beneficial strategy.
I know this is a bit heretical but I find writing documentation for the solution helps. Just putting it down on paper forces you to think and organize the problem differently than coding on it. Attempting to describe the solution in terms of the business problem tends to help point out were the gaps lie and these in turn suggest alternate solutions. In the best cases you end up with new approaches. At worst, you end up with documentation. Give yourself a set amount of time. Start with an outline and work until you run out of time, you complete the documentation or you are inspired with alternate solutions.
Satisficing is the technique that gave birth to AI. Some very important software, including driving direction generators and network routing are both done based on a tradeoff of efficiency for completeness.
The best way to deal with this issue is to implement the solution, and fix the incomplete parts of it when and if it becomes apparent that other parts of the project require it to be fixed.
Obviously there's a lot of room to go in the wrong direction on this one and end up with something sloppily put together, but keep in mind that the context of the entire system is where the quality of what you write is going to be measured.
I find it useful to stop looking at the solution, and start looking at the problem. Maybe I am trying to solve the wrong problem. Look, and see if there is actually a different problem there. If you feel that your solution is only 'adequate', it could well be because it's not addressing the right problem.
Perhaps your client asks you to make a better kettle. Do they really want a better kettle, or nicer coffee? Maybe you don't need to build them a kettle at all, and instead just take them to the café round the corner.
Why do you want to avoid satisficing? It is necessary for survival.

How do you stop interim solutions from lasting forever?

Say there are two possible solutions to a problem: the first is quick but hacky; the second is preferable but would take longer to implement. You need to solve the problem fast, so you decide to get the hack in place as quickly as you can, planning to start work on the better solution afterwards. The trouble is, as soon as the problem is alleviated, it plummets down the to-do list. You're still planning to put in the better solution at some point, but it's hard to justify implementing it right now. Suddenly you find you've spent five years using the less-than-perfect solution, cursing it the while.
Does this sound familiar? I know it's happened more than once where I work. One colleague describes deliberately making a bad GUI so that it wouldn't be accidentally adopted long-term. Do you have a better strategy?
Write a test case which the hack fails.
If you can't write a test which the hack fails, then either there's nothing wrong with the hack after all, or else your test framework is inadequate. If the former, run away quick before you waste your life on needless optimisation. If the latter, seek another approach (either to flagging hacks, or to testing...)
Strategy 1 (almost never selected): Don't implement the kluge. Don't even let people know it's a possibility. Just do it the right way the first time. Like I said, this one is almost never selected, due to time constraints.
Strategy 2 (dishonest): Lie and Cheat. Tell management that there are bugs in the hack, and they could cause major problems later on. Unfortunately, most of the time, the managers just say to wait until the bugs become a problem, then fix the bugs.
Strategy 2a: Same as strategy 2, except there really are bugs. Same problem, though.
Strategy 3 (and my personal favorite): Design the solution whenever you can, and do it well enough that an intern or code-monkey could do it. It's easier to justify spending the small amount of code-monkey money than to justify your own salary, so it might just get done.
Strategy 4: Wait for a rewrite. Keep waiting. Sooner or later (probably later), someone is going to have to rewrite the thing. Might as well do it right then.
Here is a great related article on technical debt.
Basically, it is an analogy of debt with all the technical decisions you make. There is good debt and bad debt... and you have to pick the debt that is going to achieve the goals you want with the least long term cost.
The worst kind of debt is small little accumulating shortcuts that are analogous to credit card debt... each one doesn't hurt, but pretty soon you are in the poor house.
This is a major issue when doing deadline driven work. I find that adding very detailed comments about why this way was chosen and some hints at how it should be coded help. This way people looking at the code see it and keep it fresh.
Another option that will work is add a bug.feature in your tracking framework (you do have one, right?) detailing the rework. That way it is visible and may force the issue at some point.
The only time you can ever justify fixing these things (because they're not really broken, just ugly) is when you have another feature or bug fix that touches the same section of code, and you might as well re-write it.
You have to do the math on what a developer's time costs. If software requirements are being met, and the only thing wrong is that the code is embarrasing under the hood, it's not really worth fixing.
Whole companies can go out of business because over-zealous engineers insist on a re-architecture every year or so when they get antsy.
If it's bug-free and meets requirements, it's done. Ship it. Move on.
[Edit]
Of course I'm not advocating that everything be hacked in all the time. You have to design and write code carefully in the normal course of the development process. But when you do end up with hacks that just had to be done quickly, you have to do a cost-benefit analysis on whether or not it's worth it to clean up the code. If over the lifetime of the application you will spend more time coding around a messy hack than you would have fixing it, then of course fix it. But if not, it's way too expensive and risky to re-code a working, bug-free application just because looking at the source makes you ill.
YOU DON'T DO INTERIM SOLUTIONS.
Sometimes I think programmers just need to be told this.
Sorry about that, but seriously--a hacky solution is worthless and even on the first iteration can take longer than doing a portion of the solution correctly.
Please stop leaving me your crap code to maintain. Just ALWAYS CODE IT RIGHT. No matter how long it takes and who yells at you.
When you are sitting there twiddling your thumbs after delivering early while everyone else is debugging their stupid hacks, you'll thank me.
Even if you don't think you are a great programmer, always strive to do the best you can, never take shortcuts--it doesn't cost you ANY time to do it right. I can justify this statement if you don't believe me.
Suddenly you find you've spent five years using the less-than-perfect solution, cursing it the while.
If you're cursing it, why is it at the bottom of the TODO list?
If it's not affecting you, why are you cursing it?
If it is affecting you, then it's a problem that needs to be fixed NOW.
I make sure that I'm vocal about the priority of the long term fix ESPECIALLY after the short term fix has gone in.I detail the reasons why it's a hack and not a good long term solution and use those to get the stakeholders (managers, clients, etc) to understand why it needs to be fixed Depending on the case, I may even inject a bit of worst case scenario fear in there. "If this safely line snaps, the whole bridge could collapse!"I take responsibility for coming up with a long term solution and make sure that it gets deployed
It is a hard call. I have done hacks personally cause, sometimes you HAVE to get that product out the door and into the customers hands. However, the way that I take care of it is to just do it.
Tell the project lead or your boss, or the customer: There are some spots that need to be cleaned up, and coded better. I need a week to do it, and it is going to cost less to do it now, then it will be to do it 6 months from now, when we need to implement an extension onto the subsystem.
Usually problems like this arise from bad communication with management or the customer. If the solution works for the customer then they see no reason to ask for it to be changed. So they need to be told about the tradeoffs you made beforehand so they can plan extra time to fix the problems after you've implemented the quick solution.
How to solve it depends a bit on why it's a bad solution. If your solution is bad because it's hard to change or maintain then the first time you have to do maintenance and have a bit more time then that is the right time to upgrade to a better solution. In this case it helps if you tell the customer or your boss that you took a shortcut in the first place. That way they know that they can't expect a fast solution next time around. Cripling the UI can be a good way to make sure the customer comes back to get stuff fixed.
If the solution is bad because it's risky or unstable then you really need to talk to the person doing the planning and have some time planned in to fix the problem asap.
Good luck. In my experience this is almost impossible to achieve.
Once you go down the slippery slope of implementing a hack because you are under pressure then you might as well get used to living with it for all time. There is almost NEVER enough time to re-work something that already works, no matter how badly it is implemented internally. What makes you think you will magically have more time "at some later date" to fix the hack?
The only exception I can think of to this rule is if the hack completely prevents you from implementing another piece of functionality that is needed by a customer. Then you have no choice but to do the re-work.
I try to build the hacky solution so that it can be migrated to the longterm way as painlessly as possible. Say you got a guy who is building a database in SQL Server cuz that's his strongest DB, but your corporate standard is Oracle. Build the db with as few non-transferable features (like Bit datatypes) as possible. In this example, it's not hard to avoid bit types, but it makes transitioning later an easier process.
Educate whoever is in charge of making the final decision why the hacky way of doing things is bad in the long-run.
Describe the problem in terms they can relate to.
Include a graph of cost, productivity, and revenue curves.
Teach them about technical debt.
Regularly refactor if you're pushed forward.
Never call it "refactoring" or "going back and cleaning up" in front of non-technical people. Instead, call it "adapting" the system to handle "new features".
Basically, people who don't understand software don't get the concept of revisiting things that already work. The way they look at it, developers are like mechanics who want to keep taking apart and reassembling the entire car every time someone wants to add a feature, which sounds insane to them.
It helps to make analogies to everyday things. Explain to them how when you made the interim solution, you made choices that suited building it quickly, as opposed to being stable, maintainable, etc. It's like choosing to build with wood instead of steel because wood is easier to cut, and thus, you could build the interim solution quicker. The wood, however, simply can not support the foundation of a 20-story building.
We use Java and Hudson for continuous integration. 'Interim solutions' must be commented with:
// TODO: Better solution required.
Every time Hudson runs a build it provides a report of each TODO item so that we have an up to date, highly visible record of any outstanding items that need improved.
Great question. This bothers me a lot, too - and most of the time I'm the sole person responsible for prioritizing issues in my own projects (yep, small business).
I found out that the problem that needs to be fixed is usually just a subset of the problem. IOW, the customer that needs an urgent fix does not need the whole problem to be solved, just a part of it - smaller or larger. That sometimes enables me to create a workaround that is not solution to the complete problem but just to the customer's subset and that allows me to leave the bigger issue open in the issue tracker.
That may of course not apply at all to your work environment :(
This reminds me of the story of "CTool". In the beginning CTool was put forward by one of our devs, I'll call him Don, as one possible way to solve the problem we were having. Being an earnest hard-working type, Don plugged away and delivered a working prototype. You know where I am going with this. Overnight, CTool became a part of the company work flow with an entire department depending on it. By the second or third day, bitter complaints started streaming in about CTool's shortcomings. Users questioned Don's competence, commitment and IQ. Don's protests that this was never supposed to be a production app fell on deaf ears. This went on for years. Finally, someone got around to re-writing the app, well after Don had departed. By this time, so much loathing had become attached to the name CTool that naming it CTool version 2 was out of the question. There was even a formal funeral for CTool, somewhat reminiscent of the copier (or was it a printer?) execution scene in Office Space.
Some might say Don deserved the slings and arrows for not making it go right to fix CTool. My only point is that saying you should never hack out a solution is probably unjustifiable in the Real World. But if you are the one to do it, tread cautiously.
Get it in writing (an email). So when it becomes a problem later management doesn't "forget" that it was supposed to be temporary.
Make it visible to the users. The more visible it is the less likely people are going to forget to go back and do it the right way when the crisis is over.
Negotiate before the temp solution is in place for a project, resources, and time lines to get the real fix in. Work for the real solution should probably begin as soon as the temp solution is finished.
You file a second very descriptive bug against your own "fix" and put a to-do comment right in the affected areas that says, "This area needs a lot of work. See defect #555" (use the right number of course). People who say "don't put in a hack" don't seem to understand the question. Assume you have a system that needs to be up and running now, your non-hack solution is 8 days of work, your hack is 38 minutes of work, the hack is there to buy you time to do the work and not lose money while you're doing it.
Now you still have to get your customer or management agree to schedule the N*100 minutes of time required to do the real fix in addition to the N minutes needed now to fix it. If you must refuse to implement the hack until you get such agreement, then maybe that's what you have to do, but I've worked with some understanding people in that regard.
The real price of introducing a quick-fix is that when someone else needs to introduce a 2nd quick fix, they will introduce it based on your own quick-fix. So, the longer a quick-fix is in place, the more entrenched it will become. Quite often, a hack takes only a little bit longer than doing things right, until you encounter a 2nd hack which builds on the first.
So, obviously it is (or seems to be) sometimes necessary to introduce a quick fix.
One possible solution, assuming your version control supports it, is to introduce a fork from the source whenever you make such a hack. If people are encouraged to avoid coding new features within these special "get it done" forks, then it will eventually be more work to integrate the new features with the fork than it will be to get rid of the hack. More likely, though, the "good" fork will get discarded. And if you are far enough away from release that making such a fork will not be practical (because it is not worth doing the dual integration mentioned above), then you probably shouldn't even be using a hack anyways.
A very idealistic approach.
A more realistic solution is to keep your program segmented into as many orthogonal components as possible and to occasionally do a complete rewrite of some of the components.
A better question is why the hacky solution is bad. If it is bad because it reduces flexibility, ignore it until you need flexibility. If it is bad because it impacts the programs behavior, ignore it and eventually it will become a bug fix and WILL be addressed. If it is bad because it looks ugly, ignore it, as long as the hack is localized.
Some solutions I've seen in the past:
Mark it with a comment HACK in the code (or similar scheme such as XXX)
Have an automatic report run and emailed weekly to those that care which counts how many times the HACK comments appear
Add a new entry in your bug tracking system with the line number and description of the right solution (so the knowledge gained from the research before writing the hack isn't lost)
write a test case that demonstrates how the hack fails (if possible) and check it into the appropriate test suite (i.e. so that it throws errors that someone will eventually want to cleanup)
once the hack is installed and the pressure is off, immediately start on the right solution
This is an excellent question. One thing I've noticed as I get more experience: hacks buy you a very short amount of time, and often cost you a huge amount more. Closely related is the 'quick fix' that solves what you think is the problem -- only to find when it blows up that that it wasn't the problem at all.
Setting aside the debate about whether you should do it, let's assume that you have to do it. The trick now is to do it in a way that minimizes long range affects, it easily ripped out later, and makes itself a nuisance so you remember to fix it.
The nuisance part is easy: make it issue a warning every time you execute the kludge.
The ripped out part can be easy: I like to do this be putting the kludge behind a subroutine name. That makes it easier to update since you compartmentalize the code. When you get your permanent solution, you're subroutine can either implement it or be a no-op. Sometimes a subclass can work nicely for this too. Don't let other people depend on whatever your quick fix is, though. It's difficult to recommend any particular technique without seeing the situation.
Minimizing long range effects should be easy if the rest of the code is nice. Always go through the published interface, and so on.
Try to make the cost of the hack clear to the business folks. Then they can make an informed decision either way.
You could intentionally write it in way that is overly restrictive and singe purposed and would require a re-write to be modified.
We had to do this once - make a short term demo version that we knew we did not want to keep. The customer wanted it on a winTel box, so we developed the prototype in SGI/XWindows. (We were fluent in both, so it wasn't a problem).
Confession:
I have used '#define private public' in C++ in order to read data from some other code layer. It went in as a hack but works well and fixing it has never become a priority. It is now 3 years later...
One of the main reasons hacks do not get removed is the risk that one introduces new bugs while fixing the hack. (Especially when dealing with pre-TDD code bases.)
My answer is a bit different from the others. My experience is that the following practices help you stay agile and move from hackey first iteration/alpha solutions to beta/production ready:
Test Driven Development
Small units of refactoring
Continous Integration
Good Configuration management
Agile database techniques/database refactoring
And it should go without saying you have to have stakeholder support to do any of these correctly. But with these products in place you have the right tools and processes to quickly change a product in major ways with confidence. Sometimes your ability to change is your ability to manage the risk of the changes and from the development perspective these tools/techniques give you surer footing.