Why are "smoke tests" called "smoke tests"? [duplicate] - smoke-testing

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What is a smoke testing and what will it do for me?
Why are "smoke tests" called "smoke tests"? I don't get this at all. What does smoke have to do with it?

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The term originates in hardware repair
and has been applied to software. It's
intended to be a quick test to see if
the application "catches on fire" when
run for the first time. As stated
above it's just to make sure you don't
waste a bunch of folks time by setting
them loose on something that's
obviously broken.

It comes from hardware. After you've assembled/soldered/wired everything together, you connect it to mains and turn it on.
If you don't see or smell smoke, test is successful. :)
If there is smoke, disconnect power immediately! (and figure out the problem before re-test...)

Smoke testing originated in the hardware testing practice of turning on a new piece of hardware for the first time and considering it a success if it does not catch fire and smoke.

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Best practice for Scrum "done" concept in JIRA [closed]

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I work at a small service based company where we are starting to implement Scrum practices, and we are also starting to use JIRA with greenhopper for issue tracking. Our team has defined "done" as:
coded
unit tested
integration tested
peer reviewed
qa tested
documentation updated
I'm trying to figure out whether this should be done using a separate issue for each item in the above list for each "task", or if some of these items should be implemented in the ticket workflow, or if simply lumping them together in one issue is the best approach.
I'm disinclined to make these subtasks of a task, as there is only one-level nesting of issues and I fear there is a better use for that capability.
I also am not too excited about modifying the workflow, as this approach has proved to be a burden for us in other systems.
If all of these items are part of the same ticket then that seems weird to me because the work is likely spread between multiple team members, and it'll be hard to make tasks that are under 16 hours that include all of those things.
I feel like I understand all of the issues, but as of yet I don't know what the best solution is.
Is there a best practice? Or some strong opinions?
Done is done - it has to be all those things you defined, however treating them as steps explicitly with a bug tracker can have the undesired side effect of encouraging divisions within then team and throwing stuff over the wall. So coders would claim they are done once ticket is marked "coded" and "unit tested", testers when marked tested etc.
This is exactly the opposite of what Scrum intends to do - the whole team commits to doing the stories so that they meet the definition of done in the end. So even though some of the elements of achieving done are indeed steps one should be very careful with solidifying these steps in any kind of defined workflow.
(This btw shows nicely why using a bug tracker as a scrum tool is a bad idea. Those are different tools that should be optimized for different things - even if linked together through some APIs.)
I certainly wouldn't nest them, since they are steps common to each task. Making them subtasks would just increase the complexity and boilerplate of the system. These seem like perfect workflow stages to me.
Something like Submitted->Assigned->Coding->Review->Testing->Finished.
Where Coding requires "coded", "unit tested", and "integration tested" before moving to Review, Review requires Peer Review before moving to Testing, Testing requires QA Testing before moving to Finished.
The only reason this would be tricky is if you're allowing Peer Review and Testing to be done in parallel. I see problems with allowing that, since if the code fails peer review and is subsequently changed it invalidates the testing work done by QA.
coded
unit tested
IMHO these belong together, as both should be handled by the same person (preferably TDD, which really makes it impossible to separate these).
integration tested
In our team, this is usually done by the same developer, so we typically do it as part of the above task. Other teams may do it differently.
commented
Do you mean code comments? Then, to me, this does not deserve a separate task. Otherwise, please clarify.
peer reviewed
A separate task for a separate developer (or more).
qa tested
A separate task for testers / QA personnel.
I would add documentation - it may not always be needed, but often is. Again, it should be a separate task, typically for the same guy who did the implementation (but not always).
One prime concern to practically all the Scrum teams I have been working with so far is to make sure that nothing important is forgotten from the above. Partitioning into distinct tasks may help this. Then you can clearly see in your backlog what's left to do. Lumping all of these into one task makes it easy to forget about this or that little detail. For us, it was most typical to forget about code review and documentation, that was the main reason why we turned these into independent tasks.
Done defines what the Team means when it commits to “doing” a Product Backlog item in a Sprint. Some products do not contain documentation, so the definition of “done” does not include documentation. A completely “done” increment includes all of the analysis, design, refactoring, programming, documentation and testing for the increment and all Product Backlog items in the increment. Testing includes unit, system, user, and regression testing, as well as non-functional tests such as performance, stability, security, and integration.
Reference: Scrum Guide - Written by Ken Schwaber and Jeff Sutherland (Inventors of Scrum)
You state that you are following "Scrum Practices". It sounds to me like you are just using a few parts of the Scrum Framework and not others, is that true? First of all, Scrum is not necessarily a practice, it is a Framework, you either use the framework or you don't. It works on the basis of inspect and adapt, so apart from the basic Scrum framework rules, nothing is set in stone, so you won't get an exact answer to your question. The best way to know the answer is hire experienced Scrum Professionals, and Experienced Developers and Testers and try the above done plan in your Scrum Team.
Remember always Inspect and Adapt. There are three points for inspection and adaptation in Scrum. The Daily Scrum meeting is used to inspect progress toward the Sprint goal, and to make adaptations that optimize the value of the next work day. In addition, the Sprint Review and Planning meetings are used to inspect progress toward the Release Goal and to make adaptations that optimize the value of the next Sprint. Finally, the Sprint Retrospective is used to review the past Sprint and determine what adaptations will make the next Sprint more productive, fulfilling, and enjoyable.
Do not spend loads of time documenting or looking for a solution to a given Process problem because most of the time the problems change faster than you would realize, it is just better to inspect and adapt provided you have at least the basic knowledge of scrum and you are using the Scrum framework and not just a few Scrum like practices.
We use a pretty similar system in JIRA and I have an open question here and on the Atlassian boards asking a very similar question. We have a similar definition of done. We create the main story in descriptive form i.e. "The legend text on the profit and loss graph overlaps". We then define sub-tasks which are either of type 'technical' or 'process'. Technical tasks are the actual work of implementing the story "Research possible causes on vendor site", "Implement fix in the infographic class". Process items include 'Peer Review', 'Make Build', 'QA Testing', 'Merge'. As one comment noted you may have QA going on before/during Peer Review. As a part of the Scrum process we have QA going on nearly all of the time (they are part of the team) sometimes they sit with the developer, sometimes they get 'bootleg builds' to run in a test environment. This is exploratory testing and is considered part of the coding process to us. The sub-task for 'QA Testing' is for integration and regression testing and is a final validation of the whole story after Peer Review is completed. By that time the QA team already has a complete test plan they worked up during exploratory testing and it's typically just a matter of running through the plan and 'checking it off'.
We've gotten to this point after running sprints for a year and making changes during the retrospective. I'm open to suggestions as I think one of the downsides to the retrospective is that you can group-think yourself in one direction with little hope of ever backing all the way out and considering a different path.
We use two boards for this purpose. We have one board for the Development Sprint where "Done" is Ready for Testing. You can't enter a sprint unless you're well and truly ready to start development (all analysis done, estimates done, people know what they are supposed to be doing - all the conversations have been had, shall we say, though our conversations tend to take place in JIRA Comments given the distributed team) ... and you exit when you finish development. That's the best way to track whether our development team is meeting their own goals without being impacted by QA. Meanwhile, QA uses a Kanban style board and they go from "Ready for Testing" (this is their "to-do"), through In Testing to Ready for Release.
We switched to this because we previously had all these steps in a single board, and we weren't "meeting our commitments" within any sprints because there was no way to both develop & test all in a single sprint, where we have to do a code migration to the QA environment for final testing to occur, although testing is happening all along the way. We are still trying to figure out how to do things correctly, so this may not be the right answer, and yet it sounds like it's not something you've thought of, so maybe it would work for you.
and it'll be hard to make tasks that are under 16 hours that include all of those things.
This is your real issue; ability to break down stories into small useful vertical slices of functionality. Working on this will make your team more agile and give the PO more flexibility.
To the contrary, breaking down the work by process/mechanical step will only make you less agile and really serves no useful purpose. Either you are done or you aren't; no one cares if you are dev complete and not tested so don't bother tracking it by the hour....its waste.
Refocus on your stories, not on tasks.
We use subtasks.
Given that the story is a shared item (the whole scrum team works on it), we use the subtasks as 'the post-it notes' allowing to track tasks which individuals need to tackle.
We don't require that every little piece of task is represented as a subtask.
We are not bookkeepers, but developers.
The team agreement is that if you can't take up a task immediately, just jot it down as a subtask to the story. (Using the agile plugin, it is really easy). ie. we will never have systematically a subtask 'create unit test', but in some occassions, when someone is struggling to get that dynamock up and running, you will see this subtask popup in the story. Having it there allows the team to discuss it during the scrum.
If you want to generate the checklist automatically, look at the create subtask on transition plugin.
https://studio.plugins.atlassian.com/wiki/display/CSOT/Jira+Create+Subtask+for+transition
It allows you to automatically add the subtasks when the story has been committed.
BTW - JIRA is more than a bug tracker. We are using it in a wide variety of applications,
including the management of our sprint activity. (as an Atlassian partner, I'm biased :-).
Francis
Important thing is that you use sub-task as real task; not as activity of main task. Issue tracker is primarily meant for what you are doing; not how you are doing and in what order.

What is the origin of "launch the missiles"?

In the context of functional programming, a typical example of a side effect is "launch the missiles". Where does that expression come from historically?
Where does "launch the missiles" come from historically?
Good luck with that—it's more of a research question than a programming one.
Here are two data points:
I have heard Simon Peyton Jones use the exact phrase as an example in talks at least ten years ago.
In the early 1990s, maybe even in 1990, Computer Professionals for Social Responsibility had T-shirts made showing a picture of an atomic blast and the written legend
The ultimate error message
I'll wager the phrase goes back at least that far.
To get a real answer, you need a lexicographer, not a programmer.
I have no proof of this but I always assumed it comes from a similar piece of buggy C code:
if (hasSecurityClearance = true)
{
launchMissiles();
}
"Launch the Missiles," in transactional memory, is used to emphasize that I/O is irrevocable. Once the missiles are launched (i.e. the network packet is sent), it's on its way and can't be called back. For a transaction, that means that you can't abort anymore. Instead, since you've already published your results (BOOM), you must find a way to finish.
Transactional memory was first proposed in 1993, well after Wargames was released and stopped being cool. This 2006 TM paper from Simon Peyton-Jones (page 2) is the first place where I've found the "launch the missiles" analogy. Could this be the origin?
There are software apps out there which do indeed manage the launching of ICBMs, so there must be projects whose Risk Assessment must cover the accidental triggering of nuclear annihilation. However, it doesn't seem as though the phrase refers to a real incident. Of course, if such a thing did ever happen, you can bet the Black Helicopters were out smartish to suppress all traces of it.
Anyway, I think it's just a hyperbolic answer to the question "What's the worst that could happen?" The origins probably come from something like the film 'Wargames', where an AI almost starts a nuclear war because it thinks it is playing a game.
I suppose the other thing is, it isn't really a side-effect. Missile launch control programs are supposed to launch the missiles; it's just, they should only launch 'em after all the necessary checks have been made. So it's about ensuring that we don't get to step 10: Launch the missiles until after we've been through Step 1: Wake the president, Step 2: Check the target coordinates, etc
I've heard it in the context of rollbacking database transactions, as an example of an action that can't be undone: "it's hard to un-launch a missile."

Software testing [closed]

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In my workplace we use scenario based testing. However whenever somethign is fixed or a new patch is added new scenarios are added as a result the list keeps getting longer and longer and takes 3 days plus to test the application.
Is there a way to do proper testing without taking a long long time?
What do you use?
Thanks
Only 3 days to test your application ! We've got test jobs that run for maybe 15 days. And I guess other lurkers around here can tell you that they have even bigger test jobs; you know the drill -- when I were a lad we didn't even have a hole in't' road to live in.
But seriously, 3 days to fully test a release candidate with a benefit stream worth O(USD10^7) doesn't seem outrageous to me. On the other hand, if it's taking you 3 days to test changing one field on a GUI from 12 characters to 24 characters, then that does seem a bit too much. I think your question might be better phrased as 'How much of our development time should be spent on testing ?' and the answer might be anything from 10% -- 50% (possibly higher for safety-critical systems). If you are spending 2 days developing a patch, then testing should probably take no more than 1/2 day.
And yes, the scenario where as your application expands your test suite expands too, is very familiar. However if we add a new bit of functionality we tend to add new tests; a better approach, -- one we never have time for though we always have time to deal with not taking it -- is to modify existing tests. Modify code -> modify tests; add new code -> add new tests.
Yes, we use automated testing as much as we can; we use a lash-up of bash scripts, python programs and make to drive our automated tests. The processors we use never complain that testing is boring and repetitive, so we have no ethical qualms about working the poor dawgs close to heat-death. Sadly local labour laws prevent the same robust management principles being applied to the carbon-based life forms in our offices.
CI can help you to achieve that, automation is the key word. For testing process, you have to do is automation testing, UT, interface testing, UIbased testing and performance testing. But there is a root concept needs to be accepted, quality is not equal to testing. UT can be created by RD before coding is finish; UIbased testing and interface testing are develped by QA in the whole coding process. When the new feather finished, there is a test suite to ensure the quality. The only thing you have to do is functional testing which automation testing can not be covered.
I believe you should go for Agile Methodology, this will help you to create small releases and the scenarios wont be as long as they are getting now. Also you can automate few scenarios which are used repeatedly for regression testing.
I also do believe that u should go for Agile . As agile is a combination of iterative & incremental process therefore the Story Points shared by client i.e. requirements & updates. u can sort the Requirement in the order of priority & can plan for sprints i.e. all requirements should be ordered in high to low order as product backlog and sprints can be prepared from the product backlog . Therefore By the time development is in progress for sprint 1 , u can prepare scenarios for testing of sprint 1 in this span . after the sprint delivery if there is any change request in any process follow the same can be managed easily and with the help of scrum & sprint retrospective meetings the process can be improved in the upcoming projects.Thus Project can be delivered in the sprints easily & in a short span of time.
Why don’t you automate your application Test suit? Whenever there is a gap between the current and next release, you can automate the existing test cases in the meanwhile. This will not only save the Testing cycle time but also the Regression Testing will be more accurate without skipping or missing any test scenario.
You can automate at least 60-70% of your total test cases which will save test execution time by a good margin and can be run overnight.

What measurement do you use in your development process to determine *Doneness* of your software? [closed]

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I just finished listening to a very eye-opening podcast on Hanselminutes about the definition of "Done". So my question to everyone is "When do you consider a piece of software to be "Done"? Is it when it's fully unit tested? Is it when it's completely documented? What measurement do you use in your development process to determine Doneness of your software?
When the check clears?
Seriously, every time you write a piece of software, you should have defined what "done" means. First. If you have a customer, then there should be a contract -- specific, measurable, agreed, and testable -- that defines done.
If you don't know where you're going, how will you know when you get there?
Surely dependent on context and purpose of the software?
Lunar Lander (the real thing) would have a very different definition of Done to Lunar Lander the Flash game.
Where I work, DONE is defined by a committee of non-technical managers. You can imagine the fun and games.
Test, unit test, integration test, webtest, peer QA and end user review in the sprint review. Peer QA decides if anything else is necessary, all tests must pass in CI environment. This is in a scrum web-project.
When they client(1) considers it done, it's checked in, backed up, and documented.
Also: "done" rarely exists in web dev.
(1) where client may be an internal PM or such
A good measurement is code churn. Using your source code control software, measure the rate of change. How many lines of code are being removed/added/changed per day. Graph this over time. As you approach being ready to release, this should trend downwards and give an indication of stability and readiness to ship. This assumes that you are actually testing well and making changes to fix bugs or respond to change requests. If your user acceptance test users and integration/unit test activity are continuing to regress and test and you aren't having to make code changes (because they aren't finding anything necessitating a change) then you are probably ready to ship.
If big chunks of code are churning a few days before an arbitrary or externally driven ship date, look out!
When the software can be used to satisfy the requirements that define the system.
But I've always thought, "software is never done, it just reaches an acceptable level of incompleteness."
From a development viewpoint 'done' is described quite well by my friend and mentor Simon Baker, here
Alistair Cockburn, Jeff Patton and Mike Cohn also have the following collected views
Shippable quality, which has to be exercised in a go-live, forces teams to really focus on ensuring that incremental work is more carefully thought through.
'Done' is something which all the above quoted would be the first to agree is always different per team and project; however to satisfy knowing that a given piece of work is done, the team must conduct an exercise at the start to flesh out the measure of done-ness and list those criteria.
In so doing, everyone has agreed by consensus what an acceptable completion point is - whether that includes noting the Task in Excel, or writing documentation (or not) becomes an implementation detail for that team/project. The overriding thing is that everyone's understanding of Done is uniform.
Equally, assuming you reach that definition by consensus, it can also be changed as required by consensus.
When all of the requirements are met and all the tests pass.
It's never done, simply versioned and released.
Each project will have it's own definition of done, ours is code complete (compiles successfully, etc), unit tested (or some kind of local testing if not possible) and released within one of our packages (so it's available to the other teams).
But the MOST important thing in DoD is every parties should agree on what it is (team, product owner, manager, etc) and it should be some kind of public contract, published in a team portal is a good idea.
Any piece of software at any time is always 80% done. At least, that's what my experience teaches ...
When the customer thinks it is.

How to Deal with chronic time issues? [closed]

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I have a developer on my staff that chronically overshoots deadlines, and estimates. On several projects the last week or two everyday I hear "It should be done by the end of the day". This developer does good work.
I have already spoke to him about his problems. He seems genuinely frustrated, and miffed about what to do to correct them.
My Questions are:
What kinds of punishments for passing a deadline are effective?
What ways can I coerce this employee to police his actions (time estimates, etc.,) himself?
UPDATE:
Based on the responses; here's what I have figured out.
Punishment is a bad idea.
It is natural for an employee to be unable to fix estimating problems without intervention.
Don't make deadlines unless there's company consequences (lost contract) for not being done by then.
Utilize available methods (Agile, Joel's checklist) to help the developer estimate better.
Thanks for the links and information. Also thanks for updating my thinking.
I don't think the problem is that he is missing these deadlines.
I think he has a real problem in estimating the amount of time it will take to complete a task.
Have him start keeping a journal of what he says a task will take and how long it actually took him to complete the task. Eventually, this journal will become a sort of guide for him to create better estimates. Once he becomes better at estimating, he shouldn't feel as rushed or harried.
There is an interesting article by Joel Spolsky: Evidence Based Scheduling
1) Break ‘er down
When I see a schedule measured in days, or even weeks, I know it’s not going to work. You have to break your schedule into very small tasks that can be measured in hours. Nothing longer than 16 hours.
This forces you to actually figure out what you are going to do. Write subroutine foo. Create this dialog box. Parse the Fizzbott file. Individual development tasks are easy to estimate, because you’ve written subroutines, created dialogs, and parsed files before.
If you are sloppy, and pick big three-week tasks (e.g., “Implement Ajax photo editor”), then you haven’t thought about what you are going to do. In detail. Step by step. And when you haven’t thought about what you’re going to do, you can’t know how long it will take.
Setting a 16-hour maximum forces you to design the damn feature. If you have a hand-wavy three week feature called “Ajax photo editor” without a detailed design, I’m sorry to be the one to break it to you but you are officially doomed. You never thought about the steps it’s going to take and you’re sure to be forgetting a lot of them.
The main point is that he (and you) should learn from his mistakes, and take them into account on the next estimation.
Also, if you are a developer, I would do regular code review at the end of the day to get a better insight into his development process.
And, of course, smaller iterations and more granularity with tasks. Set the maximum task duration to 1 day. That's the rule we have.
If your first question is
what kind of punishments to be considering
I think you're on a loser straight off. If you feel he does good work you may have to look at the deadlines/estimates and see if they were realistic in the first place. Who set them, if the developer in question was not involved then that may be part of the problem.
I agree with #OTisler that pair programming and possibly a regular end of day progress review with yourself can help him through... although if the deadlines/estimates were unrealistic to begin with thats not where your problem lies.
Closer monitoring on a few specific tasks should highlight where any issues lie.
What kinds of punishments for passing
a deadline are effective?
None. If you anger him, he won't do the work, or he'll find another job. You should help him figure out why his estimates are off. There is a book by steve McConnell about making estimates. i would start there.
What ways can I coherence this
employee to police his actions(time
estimates, etc.,) himself?
By helping him find the right way to make estimates.
First, make sure you are crystal clear in your requirements.
I hate to say it, but in my experience, blown deadlines are just as often a matter of unclear requirements or weak specifications on the part of a supervisor. First thing to do is to make sure the problem isn't either originating with, or exacerbated by, you.
Also, make sure your requirements are realistic, as well as his estimates.
Make sure that your own expectations aren't pushing him to make unrealistic estimates in order to meet unrealistic requirements.
Remember, you do the requirements, but the developer ALWAYS does the estimates, and should not be swayed with "can we do this any faster" unless you are also specifying functionality to be dropped.
Then, make sure he is tracking his time/tasks accurately, so you can get a good view of what is going on with the project.
This process will show any lack of proper time/task tracking, which may end up being the first step to improvement. If you can't see after the project how long a particular item took, that is probably the cause of the problem right there - not enough definition in the estimate, or missing "dependency" tasks that are discovered mid-project, but never estimated.
You HAVE to know how much time was spent doing what, accurately, before you can find out where the creep was, or what can be done about it.
Then, see where his estimates are failing and figure out why. Go over an estimate of a blown project, make that into a project itself - a problem to be solved.
Once you've determined that his estimates are indeed the source of the problem, go over an estimate that went over with him, and perhaps another developer, and figure out why.
This will help you figure out what the cause of the problem is. A solid understanding of the problem will likely be the actual solution.
Lastly, if you actually reach a point where you have to try punishment or coercion, it's time to fire him and start over.
Punishment and Coercion are appropriate responses to willful wrongdoing in certain situations.
However, if this developer is actively trying to do a good job, then you would only worsen the situation by generating negative attitude and frustration.
If the problem can't be solved, and you are sure the problem is with him, and not you, then it's time to fire him and get a developer who can meet deadlines. Great work doesn't mean much when your costs are blown up and profit goes out the window.
Okay, this is fairly common--developers being optimistic. It's the job of Management to deal with it. If anyone should be punished, it's the manager (you?)
I'm glad you at least asked, It looks like you got some good answers off this list, I hope they help and you find a way to actually implement some that work.
When I was young, my first good manager dealt with it this way:
First of all, he had me come up with an itemized list--breaking tasks down to hours, and estimating each one with a very liberal estimate--no period should be less than 4 hours regardless of how small the task was.
Then he looked at them and told me to double all my estimates. (Developers, especially younger developers, don't think about the fact that you are only productive for about 1/2 the day, if you're lucky--and half of that is spent at things you didn't expect to have to do).
Then, before creating his schedule, he doubled all my estimates (Without telling me).
He turned them in this way regardless of schedule requirements from above. A good manager should realize that saying it needs to be done in 2 days, doesn't make it possible.
As I got better at estimating we both noticed and adjusted accordingly.
A managers job isn't just to make a project, it's to build a team. More often than not that's going to require training of some sort. This is also the reason that an engineering manager that is not an engineer is unacceptable, they can't really help with this kind of thing.
Failure of a project or schedule is VIRTUALLY NEVER the fault of the developer (except in a few chronic cases where he isn't really fixable or of any worth and needs to be fired). The manager has made bad decisions either in hiring the developer, trusting him, managing him or staffing the project.
And really, what is fault anyway? I suppose if the manager isn't very good at making the project happen, he's going to need someone to point at... If HIS manager is any good, he'll ask why it got this far, what you did to fix it, etc.
Hiring a manager is hiring someone to solve the problems. To make the developers productive. If he can't make them productive, he isn't the right person.
To your questions:
If you choose to punish people for missing deadlines you will not get good results. They will be demotivated and feel belittled. If you keep pushing people to meet deadlines the quality of work will suffer and you will end up with a lot of time spent bug fixing afterwards.
To improve his time estimates you could try using Joel Spolsky's evidence based scheduling which has a nice feedback loop to improve the resulting estimates.
But I have some questions that I think you need to think about.
Is he later than everybody else? If so why - is it because he is an over optimistic estimator or a slow worker? Over optimistic estimates are easy to fix - just multiply all his numbers by a factor as per evidence based scheduling above. If he is a slow worker why? Does he get distracted? Is he very careful to produce very low defect code? Is he over engineering solutions? Is he not re-using code effectively?
Do the deadlines matter, or are they just arbitrary dates based on the estimates for the purposes of reporting progress up the management hierarchy? If the latter you can solve this by tweaking his estimates yourself.
What kinds of punishments for passing
a deadline are effective?
You stated the point and missed it. The obvious punishment for passing a deadline is death. If the developer is still alive after passing a deadline the "deadline" obviously was not a real deadline. Do you think it's funny to put developers under pressure using martial language?
Fix your wording.
Motivation
First of all: Read Peopleware
Next. Why do you think punishment will be an effective way to manage people that is supposed to be creative? I think you have to rethink the whole approach to management vs. team.
As I see it the managers first, and most important, role is to make sure that the developers can be creative and productive. Not that they are productive. There is a big difference in those small words. To be creative you need a safe environment. By being constantly under pressure from both deadlines and threats of punishment you create the exact opposite of safe.
Also, as a manager, you need accurate information on which to base decisions. This also requires a safe environment. If there is a risk for punishment for being honest and outspoken you are guaranteed to get lies and absence of information. A very dangerous base to take decisions from.
Estimates
As other as pointed out, estimates are estimates. In our team we don't do any individual estimates at all, we do estimates as a team. (I'm a bit reluctant to call what we do Scrum, but most of it tries to emulate if nothing less) I think this is a really great way to do estimates: Each team member is given a deck of cards consisting of numbers 0,1/2,1,3,5,8,13,20,40,60,100 and when estimating a task each developer picks a card (the cards are hidden until everyone has picked a card to avoid influencing estimates) and the average of the selected cards is taken as the estimate.
Notice how the numbers gets progressively less accurate. This is by design because large estimates are by necessity less accurate.
For our team we have opted to use the unit "ideal man days" for estimates. As far back as any of us can remember an ideal day hasn't occurred yet, but it is a good basis when you know how to translate calender days to "ideal man days".
As Scrum prescribes, development is done in sprints of two weeks after which the new version is deployed in the production environment. After each sprint we take the sum of the estimates of the completed tasks and divide that by the planned man days for the sprint. This factor is then the basis of estimating how many "ideal man days" the team can spend in a two week period.
Actual work items done by an individual developer don't need an estimate. The first approximation is always 1/2 - 1 day to complete. If this estimate turns out to be false you just grab a fellow developer and do it together to get it done. Or you break down the work item in smaller tasks so it can be distributed better.
Set Milestones and try Agile as #OTisler suggested.
I don't think you should punish him. Just get him to understand how to make accurate estimates.
As a team lead I've had my team members tell me that it will be "no problem" to finish X feature by the deadline. Then I usually sit down with them and go over what tasks and sub-tasks I think need to be done in order for the feature to be finished, and how long the developer thinks each will take.
After we do this exercise, and add up all the task and sub-task estimates, it will inevitably take much longer than the developer thinks in their original estimate. I usually only have to do this exercise with them a few times before they start making more accurate estimates.
What amazes me is that you only have one of these guys.
Engineers are horrible at estimating how much time something will take. I bet if you look carefully at your other developers' estimates, you'll find a lot of padding. Sometimes the padding isn't necessary, but the task expands to fill the available time anyway.
The solution to this is to change around how you do estimates - for everyone. Developers may be bad at estimating absolute time, but they're pretty good at relative time. So on Monday, instead of "how long will it take to add a whoosiwhatsit?," ask "what can you get done on the whoosiwhatsit in less than a week?" That becomes their task for the week.
The following Monday you look at how it went. "Well, I got the floogle installed in two days but it turns out it impacted the mcphee...so this week I need to decouple those guys so the whoosiwhatsit files don't get overwritten." Ok, there's their task for the week.
You might think it won't help, because you still don't know when the whoosiwhatsit is going to be ready. That's true. You have two choices here:
If you need a deadline, then you have to force your errant developer to pad his estimates like everyone else. It won't take him long to get the hang of it, and in no time at all he'll be taking "2 weeks" to write something that should have taken a day.
Your other choice is to trade the fictitious estimates for more visibility. In the long run this approach gets you more productive and much happier engineers.
So the developer does good work, but is poor at estimating the amount of time for delivery? I'm not sure you have a punishment situation on your hands just yet.
Maybe going forward for some time, have him walk you through his process for estimating a delivery point. This can be an opportunity to ask him why steps X,Y, and Z take certain amounts of time. He may find himself revising his estimates simply by doing the exercise at what is almost certainly a slower pace.
ask yourself this: What entails your job?
If you're just blindly passing estimates from developers (who you know can't give good estimates) up the management line, and not deciding for yourself whether that estimate is achievable, then you're not doing your job.
Try to think in terms of "value-add" (One of my old employers used that term a lot , and I hated it, but it probably works for you in this situation). What value are you adding? If you're just passing stuff in both directions between upper management and the developers, then ultimately you're not earning your money. You could be removed , and nothing would change.
The best manager I ever had was one that looked through a set of requirements given to him by another team , and told them straight out that almost a third of them was bull, and had them removed, before I ever even saw the list. The worst one I ever had made me write all this extra management-type documentation which none of the other managers I'd ever had asked me to do (I really got the impression I was literally doing his job for him), didn't even give me project due dates, and hardly turned up to work. They were both in the same company , bizarrely enough.
90 hours is one common short project deadline. The easy way is instead of estimating "your time", you measure another. Computer programmers shoudn't make time estimates for their projects since evidence shows calculating one's own time results in larger error than observing another.

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