One thing that I find interesting is attempting to apply some of the methods of econometrics and labour economics to measure productivity within software development. At the moment it seems like many of us (myself included) base our opinions of "what works" from our own perspectives and from anecdotal examples (which I've said before doesn't really count as evidence for something) - although this here is an anecdote which may or may not be true.
It would be nice if we could come up with some good analysis techniques to give real support to our claims of what works and what doesn't, and better yet when something works and when it doesn't.
It turns out though that tackling the problem of measuring productivity within software development is quite hard. There are all sorts of problems that can arise here that make analyzing data and testing hypotheses rather difficult. This article will be the first in a series talking about some of the problems that I've though of, and I'd be more than happy to hear about what you guys might think about these issues.
The first problem is that of unobservability (also known as latent variables), which is where you are unable to measure a certain variable because you can't really see the variable directly the same way we can with observed variables. An example of this is ability: it is common knowledge (I think) that there is varying degrees of ability when it comes to developing software. But can we give somebody a stamp saying, "this person has productivity X?" Sure, we can use some indirect measures like lines of code produced per hour or bugs closed per day or some junk like that, but these are simply proxy measures that are the result of ability, not ability itself. Compare this with observed variables like years of experience, or language/methodology used, or team size: we can directly give a value for these variables with some specified unit, so therefore they are observed.
These types of variables are problematic because it is difficult to hold them fixed. Since we can't observe them, we often end up with some omitted variable bias as these variables are often correlated with our other observable variables. This happens when we see an increase in productivity and think it is due to one of our observed variables, when it is actually caused by an unobserved variable that is also influencing an observed variable.
I've thought of a few unobserved variables in software development, feel free to add any more that you think of:
1) Ability (the obvious one). I've already talked about this one to death, so I won't go into much more detail here.
2) Team Chemistry. You can throw a bunch of people into a room together, who individually are extremely good at what they do, but doesn't mean they'll get a lot done - if they all sit there bickering over testing frameworks or variable names or other things like that, they're not going to get a lot done. Likewise you can put a group of people together who may not be super geniuses, but if they work well together you still end up getting some good results. This is an important factor in a team's productivity, and you can't really stamp a number on it.
3) Productivity itself. All this time I've been talking about measuring the effects of various factors on productivity, but we don't actually have a way to directly measure productivity. You can see the indirect effects of the productivity: milestones get reached sooner, bugs get fixed faster, less bugs get introduced in the first place, etc. etc. But we don't have a measure to say something like, "the combination of development methodology X with N programmers of E experience and ... gives us P units of productivity."
I thought about putting the complexity of the project in, however I'm not sure if that affects actual productivity. It can affect some metrics used to measure productivity, but if you view productivity as how much someone is getting done per unit time, then I don't think complexity makes a difference in the same way that say for example, having two monitors does. Maybe I'm also on crack and need to go to bed soon, so this point is up for debate.
All these unobserved factors in software development make things rather difficult to do real quantitative analysis. One possible solution is using experiments to analyze various factors, however those come with their own set of issues that I will discuss in future posts.
Mar 2, 2011
Feb 20, 2011
Values of Different Degrees
As I said in my last post, I would put up some details about how much various types of degrees were worth, according to Canadian census data - as I said in the last post, this type of data should be fairly similar across countries that have similar economies as Canada, like the US, UK, or Australia. I'll make my code available so that if you want to test against your own country, you shouldn't have too much trouble.
Let's take a look at what we have. Here is a ranking of the types of degrees based on a 95% confidence interval of median 2006 incomes (all the values are inflation-adjusted to 2010 Canadian dollars):
1) Engineering: $54.4k - $58.4k
2) Commerce: $51.1k - $55.2k
3) Sciences: $49.8k - $54.3k
4) Education: $47.4k - $48.6k
Median income for university graduates: $45.3k - $47.5k
5) Social Sciences: $43.2k - $46.2k
6) Health/Food Sciences: $38.5k - $42.3k
7) Humanities: $35.0k - $37.4k
8) Fine Arts: $24.5k - $28.4k
Median income for non-university gradates: $25.5k - $25.8k
So it looks like engineers are on top, although their confidence interval has some overlap with commerce graduates which means that if we want to be 95% sure we are right, we can't say that engineers make more than commerce grads. If we reduce our confidence in our results, the data says that once you get down to about 80% confidence you can say that engineers make more than commerce grads. In other words, given our data here, there's a roughly 80% chance that engineers make more.
In the last post I also looked at the data from 1986. Let's see how the rankings change over time:
1) Engineering: $67.4k - $70.8k
2) Sciences: $53.1k - $56.4
3) Commerce: $51.7k - $54.7k
4) Education: $49.0k - $51.0k
Median income for university graduates: $47.9k - $48.9k
5) Social Sciences: $42.7k - $44.8k
6) Humanities: $38.6k - $40.7k
7) Health/Food Sciences: $35.3k - $38.7k
8) Fine Arts: $23.9k - $28.6k
Median income for non-university graduates: $23.0k - $23.2k
The most striking difference between these results and the ones from 2006 is the drop in wages for engineers. They used to be, by far, the most well-paid university degrees, whereas now they are only slightly higher than commerce degrees (which haven't changed all that much). This is somewhat disappointing for up-and-coming engineers (well, necessarily)!
The rest of the degrees haven't changed too much. A couple of them have statistically significant changes (such as education), but for the rest we can't really distinguish any change here from statistical noise - at least not at a 95% confidence level, if we accept a higher probability of being wrong then we can say things have changed.
This analysis here focuses on the median. Why do I do that? Why not use the average/mean? This is because incomes are something that are very skewed, meaning that that the average will be influenced a lot by the outliers that make tons of cash, making it look like a certain degree may be worth a lot when in fact most of the people with that degree are making a lot less than the average. The difference is most pronounced with commerce degrees: in 2006 the average income for a commerce degree holder is around $78k, which is the highest average for all the degree types. However the median is roughly $53k, showing that there is a massive amount of skewness in the distribution of commerce grads: those MBAs that are making big 6-figure salaries are pulling up the average. To get a feel for how most people with a certain degree are doing it is better to look at the median, which is much less likely to be affected by huge outliers than the mean is.
Again I'll repeat that these are correlations, not causations. In fact since the variance of the incomes for all of the degree types have increased dramatically, that could indicate that your degree is less important in determining your salary today than it was 25 years ago. In order to isolate the actual effect of the degree on wage you'd have to have a more sophisticated model that takes into account all sorts of other relevant factors like age, experience, ability, etc.
As always, the code is available here and the results of running the code are here.
Let's take a look at what we have. Here is a ranking of the types of degrees based on a 95% confidence interval of median 2006 incomes (all the values are inflation-adjusted to 2010 Canadian dollars):
1) Engineering: $54.4k - $58.4k
2) Commerce: $51.1k - $55.2k
3) Sciences: $49.8k - $54.3k
4) Education: $47.4k - $48.6k
Median income for university graduates: $45.3k - $47.5k
5) Social Sciences: $43.2k - $46.2k
6) Health/Food Sciences: $38.5k - $42.3k
7) Humanities: $35.0k - $37.4k
8) Fine Arts: $24.5k - $28.4k
Median income for non-university gradates: $25.5k - $25.8k
So it looks like engineers are on top, although their confidence interval has some overlap with commerce graduates which means that if we want to be 95% sure we are right, we can't say that engineers make more than commerce grads. If we reduce our confidence in our results, the data says that once you get down to about 80% confidence you can say that engineers make more than commerce grads. In other words, given our data here, there's a roughly 80% chance that engineers make more.
In the last post I also looked at the data from 1986. Let's see how the rankings change over time:
1) Engineering: $67.4k - $70.8k
2) Sciences: $53.1k - $56.4
3) Commerce: $51.7k - $54.7k
4) Education: $49.0k - $51.0k
Median income for university graduates: $47.9k - $48.9k
5) Social Sciences: $42.7k - $44.8k
6) Humanities: $38.6k - $40.7k
7) Health/Food Sciences: $35.3k - $38.7k
8) Fine Arts: $23.9k - $28.6k
Median income for non-university graduates: $23.0k - $23.2k
The most striking difference between these results and the ones from 2006 is the drop in wages for engineers. They used to be, by far, the most well-paid university degrees, whereas now they are only slightly higher than commerce degrees (which haven't changed all that much). This is somewhat disappointing for up-and-coming engineers (well, necessarily)!
The rest of the degrees haven't changed too much. A couple of them have statistically significant changes (such as education), but for the rest we can't really distinguish any change here from statistical noise - at least not at a 95% confidence level, if we accept a higher probability of being wrong then we can say things have changed.
This analysis here focuses on the median. Why do I do that? Why not use the average/mean? This is because incomes are something that are very skewed, meaning that that the average will be influenced a lot by the outliers that make tons of cash, making it look like a certain degree may be worth a lot when in fact most of the people with that degree are making a lot less than the average. The difference is most pronounced with commerce degrees: in 2006 the average income for a commerce degree holder is around $78k, which is the highest average for all the degree types. However the median is roughly $53k, showing that there is a massive amount of skewness in the distribution of commerce grads: those MBAs that are making big 6-figure salaries are pulling up the average. To get a feel for how most people with a certain degree are doing it is better to look at the median, which is much less likely to be affected by huge outliers than the mean is.
Again I'll repeat that these are correlations, not causations. In fact since the variance of the incomes for all of the degree types have increased dramatically, that could indicate that your degree is less important in determining your salary today than it was 25 years ago. In order to isolate the actual effect of the degree on wage you'd have to have a more sophisticated model that takes into account all sorts of other relevant factors like age, experience, ability, etc.
As always, the code is available here and the results of running the code are here.
Feb 17, 2011
Wages Over The Years
I recently read this article which makes a claim that real average wages (aka inflation-adjusted wages) have fallen over the years and supposedly "continue to fall." I looked at this and thought the idea was preposterous, so I rolled up my sleeves and did some real data analysis. Since I've been talking about statistics, I figured some of you might be interested in this knowledge.
tl;dr: Wages overall have actually increased, but not for university grads. University grads still make more than non-university grads. Income inequality has increased a lot, especially among university grads.
First off, my sources. I grabbed the data from the 1986 and 2006 Canadian Censuses (Censi?). Unfortunately I can't share this data with you since I am not legally allowed to distribute it, but if you have access to a university you should be able to dig it up somehow. This data is probably some of the best you can get, since it is much less likely to have selection biases compared to other surveys - people are legally required to fill this data out.
Second source was the Consumer Price Index (CPI) which can be used as a measure of inflation. That's how I adjust the raw figures in the census data for inflation. Statistics Canada is kind enough to list these figures here. All dollar values in this post will be inflation-adjusted to 2010 Canadian dollars.
Now I know that many readers here are not Canadian, however these results should be similar for countries with a similar economy to Canada like the US, the UK, or Australia. For those of you so inclined you can probably find the same data for your respective country to do the same analysis.
Let's get started. How would you go about figuring this stuff out? Well, you need the data. Once you get that, it's pretty straight-forward. I did my analysis using the following steps:
1) Filter the data. I want to look at people who are at least 15 years old, and have a regular old job. This excludes self-employment. This isn't a huge deal, just keep in mind that the averages here are for employed people.
2) Adjust wages for inflation. This is done by dividing by the CPI for the year of the data (1986 or 2006) and multiplying by the CPI for 2010.
3) Construct a confidence interval for the average wage. This lets us see if the wages between the two periods are actually statistically different. The formula for a 95% confidence interval in R-pseudocode is:
What are the results? Here's the R output:
The median is a better measure here though, since medians are a bit more robust to outliers (aka those few people who make hundreds of thousands of dollars a year). As we can see, the shift in the median is not quite as big as the shift in the mean, meaning that while the wages have gone up, they haven't gone up quite as much as the mean might indicate.
What does all this tell us? Well it is difficult to say for certain, but it would appear that in 2006 people are in fact making more money (as shown by the higher median), but there are also more people making giant salaries than before which will skew the average. Given the big jump in the standard deviation, we can see that there is an increase in income inequality.
Now, here's the real interesting part. I decided to run this again, but with one more twist: I filtered for people who have a bachelor's degree or higher. Let's see the results:
However, it would appear that while the average university graduate makes far more in 2006 than they did in 1986, this result is misleading. When we use the median we can see that university salaries have actually gone down slightly over this time period. One conclusion that we can guess from this data here is that there are some university graduates in 2006 that are making huge salaries, while the bulk of the university grads aren't doing quite as well.
So there we have it, some statistical data. While the interpretations of the data and the methods for analysis here are up for debate, the numbers calculated are not. They're taken directly from census data, which is pretty darn good data (unfortunately it might not be quite as good for 2011, since the Conservatives have scrapped the long-form census and I'm not sure if this data will be on the short-form one).
Keep in mind that these are purely correlations, not causations. This data is not saying, "if you get a university degree then you will make more money." This data is saying, "people who currently have university degrees make more money on average."
It is also looking at the aggregate. I'm sure most of you can come up with examples of non-university graduates who are making good salaries, and of university graduates who are not making great salaries. These people are the exceptions, not the rule.
One thing that I could do in a later analysis is split the groups up into the different types of degrees. Both these censuses provide the level of education the people get (Bachelor's, Master's, etc.) and the discipline (sciences, engineering, arts, etc.). However this post is getting long enough, so that can wait for another day.
For the code, it is written using R and is available here as a gist on Github. Feel free to fiddle with it if you feel like it. You'll notice I generate some histograms of the data, however I found that they don't really reveal much info so I didn't include them here.
tl;dr: Wages overall have actually increased, but not for university grads. University grads still make more than non-university grads. Income inequality has increased a lot, especially among university grads.
First off, my sources. I grabbed the data from the 1986 and 2006 Canadian Censuses (Censi?). Unfortunately I can't share this data with you since I am not legally allowed to distribute it, but if you have access to a university you should be able to dig it up somehow. This data is probably some of the best you can get, since it is much less likely to have selection biases compared to other surveys - people are legally required to fill this data out.
Second source was the Consumer Price Index (CPI) which can be used as a measure of inflation. That's how I adjust the raw figures in the census data for inflation. Statistics Canada is kind enough to list these figures here. All dollar values in this post will be inflation-adjusted to 2010 Canadian dollars.
Now I know that many readers here are not Canadian, however these results should be similar for countries with a similar economy to Canada like the US, the UK, or Australia. For those of you so inclined you can probably find the same data for your respective country to do the same analysis.
Let's get started. How would you go about figuring this stuff out? Well, you need the data. Once you get that, it's pretty straight-forward. I did my analysis using the following steps:
1) Filter the data. I want to look at people who are at least 15 years old, and have a regular old job. This excludes self-employment. This isn't a huge deal, just keep in mind that the averages here are for employed people.
2) Adjust wages for inflation. This is done by dividing by the CPI for the year of the data (1986 or 2006) and multiplying by the CPI for 2010.
3) Construct a confidence interval for the average wage. This lets us see if the wages between the two periods are actually statistically different. The formula for a 95% confidence interval in R-pseudocode is:
mean(wages) ± 1.96 * sd(wages) / sqrt(length(wages))The 1.96 is the critical value of the normal distribution (sample averages follow a normal distribution) for a 95% confidence interval.
What are the results? Here's the R output:
[1] "Average wages for all employed individuals:" [1] "Confidence for 1986: 30221.611097 to 30436.550551" [1] "Confidence for 2006: 38479.736828 to 38790.160974" [1] "Standard Deviation for 1986: 27382.937843" [1] "Standard Deviation for 2006: 52381.845010" [1] "Median Confidence for 1986: 25083.328237 to 25325.457532" [1] "Median Confidence for 2006: 29704.694341 to 30054.387142"What are we looking at here? Well, the average wage in 1986 was roughly $30k/year, where the average wage in 2006 was roughly $38.5k/year. Looks like wages in general are not falling.
The median is a better measure here though, since medians are a bit more robust to outliers (aka those few people who make hundreds of thousands of dollars a year). As we can see, the shift in the median is not quite as big as the shift in the mean, meaning that while the wages have gone up, they haven't gone up quite as much as the mean might indicate.
What does all this tell us? Well it is difficult to say for certain, but it would appear that in 2006 people are in fact making more money (as shown by the higher median), but there are also more people making giant salaries than before which will skew the average. Given the big jump in the standard deviation, we can see that there is an increase in income inequality.
Now, here's the real interesting part. I decided to run this again, but with one more twist: I filtered for people who have a bachelor's degree or higher. Let's see the results:
[1] "Average wages for bachelor's degree or higher:" [1] "Confidence for 1986: 49543.651801 to 50383.047856" [1] "Confidence for 2006: 59994.274103 to 61070.608811" [1] "Standard Deviation for 1986: 37181.295254" [1] "Standard Deviation for 2006: 82837.561885" [1] "Median Confidence for 1986: 47938.828738 to 48884.408393" [1] "Median Confidence for 2006: 46310.094270 to 47522.585319"The average and the median wages here are much higher in both periods than for the entire group. This gives us a pretty good indication that university graduates make more money than non-university graduates.
However, it would appear that while the average university graduate makes far more in 2006 than they did in 1986, this result is misleading. When we use the median we can see that university salaries have actually gone down slightly over this time period. One conclusion that we can guess from this data here is that there are some university graduates in 2006 that are making huge salaries, while the bulk of the university grads aren't doing quite as well.
So there we have it, some statistical data. While the interpretations of the data and the methods for analysis here are up for debate, the numbers calculated are not. They're taken directly from census data, which is pretty darn good data (unfortunately it might not be quite as good for 2011, since the Conservatives have scrapped the long-form census and I'm not sure if this data will be on the short-form one).
Keep in mind that these are purely correlations, not causations. This data is not saying, "if you get a university degree then you will make more money." This data is saying, "people who currently have university degrees make more money on average."
It is also looking at the aggregate. I'm sure most of you can come up with examples of non-university graduates who are making good salaries, and of university graduates who are not making great salaries. These people are the exceptions, not the rule.
One thing that I could do in a later analysis is split the groups up into the different types of degrees. Both these censuses provide the level of education the people get (Bachelor's, Master's, etc.) and the discipline (sciences, engineering, arts, etc.). However this post is getting long enough, so that can wait for another day.
For the code, it is written using R and is available here as a gist on Github. Feel free to fiddle with it if you feel like it. You'll notice I generate some histograms of the data, however I found that they don't really reveal much info so I didn't include them here.
Feb 9, 2011
Oops!
In case you read the post earlier today, just ignore it. I got lazy and didn't do enough research beforehand, which was pointed out. My apologies!
Jan 8, 2011
Rug
Over the last few months I've been working with Concordia's CART CGD group, which is a group of computer art students who want to make video games. We did a few things called "game jams", which is where a group of people meet together and try and churn out a game in a few hours. We didn't actually come up with anything that great this last semester, but then again there was only two game jams (if you're interested in participating, they have them every Saturday starting January 15th, send me an email and I can give you more details).
We did the game jams with Lua and a game framework called Löve2D, which helps simplify game development.
I found after learning a bit of Lua that it is a lot like Javascript (although I have to say I still prefer Javascript). It isn't an object-oriented language in the same way that C++ or Ruby are, but it is still possible to create objects with methods and inheritance and so on. I found in the end that I need a little bit more structure when I'm programming than is offered by Lua - I actually also found the same thing with Javascript when starting to build some larger Javascript apps like Colonial.
However, I found that I really liked Löve2D. A lot of things were very simple and straight-forward. Before that the nicest gaming library I worked with was pygame which is a wrapper around the C version of SDL and a few extra bells and whistles like collision detection and sprite handling. There's a port to Ruby called RubyGame, but I find it suffers from the same problem as pygame: it's just a wrapper around SDL with a few bells and whistles.
I decided to go and roll out my own Ruby gaming library called Rug. It's mostly written in C++ for speed, but the API is much more Ruby-ish than Rubygame or Pygame with a few hints from Löve2D. At the moment it doesn't have a lot of features; it supports some rudimentary collision detection and animations. It doesn't stick completely to Löve2D's API, there were a few things in there that I found kinda clunky when it came to animations that I fixed up.
You can see an example of Pong here with a screenshot:
Or a very simple platformer here, with a screenshot:
The library is still very new, and there are a few things that I'm not happy with that will change in the near future (in other words if you choose to fiddle with this, don't be surprised if things change - but then again if you've had any experience with Rails you will be used to this sort of thing ;) ). Documentation still has a ways to go, I started documenting the features religiously but in the end I found that I changed the way I wanted the library to work often enough that documenting can wait until things are a little bit solid. For example the physics module for collision detection has undergone quite a few API changes, and after having to update the documentation several times I decided that I will wait until I am happy with how the module works before telling everyone else how to use it.
So anyway, feel free to play around with it and tell me what you think. Installing it is pretty easy in Linux, however in Windows it can be a bit annoying with all the Ruby headers and the various SDL libraries. I managed to get it to compile in Windows, so shortly I'll put up a zip with all the various DLLs that you need to run Rug.
I have no idea how easy/hard it will be to set up on a Mac, if it works anything like Linux you can probably just use MacPorts to install SDL and the Ruby development headers.
We did the game jams with Lua and a game framework called Löve2D, which helps simplify game development.
I found after learning a bit of Lua that it is a lot like Javascript (although I have to say I still prefer Javascript). It isn't an object-oriented language in the same way that C++ or Ruby are, but it is still possible to create objects with methods and inheritance and so on. I found in the end that I need a little bit more structure when I'm programming than is offered by Lua - I actually also found the same thing with Javascript when starting to build some larger Javascript apps like Colonial.
However, I found that I really liked Löve2D. A lot of things were very simple and straight-forward. Before that the nicest gaming library I worked with was pygame which is a wrapper around the C version of SDL and a few extra bells and whistles like collision detection and sprite handling. There's a port to Ruby called RubyGame, but I find it suffers from the same problem as pygame: it's just a wrapper around SDL with a few bells and whistles.
I decided to go and roll out my own Ruby gaming library called Rug. It's mostly written in C++ for speed, but the API is much more Ruby-ish than Rubygame or Pygame with a few hints from Löve2D. At the moment it doesn't have a lot of features; it supports some rudimentary collision detection and animations. It doesn't stick completely to Löve2D's API, there were a few things in there that I found kinda clunky when it came to animations that I fixed up.
You can see an example of Pong here with a screenshot:
Or a very simple platformer here, with a screenshot:
The library is still very new, and there are a few things that I'm not happy with that will change in the near future (in other words if you choose to fiddle with this, don't be surprised if things change - but then again if you've had any experience with Rails you will be used to this sort of thing ;) ). Documentation still has a ways to go, I started documenting the features religiously but in the end I found that I changed the way I wanted the library to work often enough that documenting can wait until things are a little bit solid. For example the physics module for collision detection has undergone quite a few API changes, and after having to update the documentation several times I decided that I will wait until I am happy with how the module works before telling everyone else how to use it.
So anyway, feel free to play around with it and tell me what you think. Installing it is pretty easy in Linux, however in Windows it can be a bit annoying with all the Ruby headers and the various SDL libraries. I managed to get it to compile in Windows, so shortly I'll put up a zip with all the various DLLs that you need to run Rug.
I have no idea how easy/hard it will be to set up on a Mac, if it works anything like Linux you can probably just use MacPorts to install SDL and the Ruby development headers.
Dec 23, 2010
Your 30 Before 30
One thing that I see a lot of these days is all sorts of things like this blog or this book telling you to do your own thing, do your own projects, branch out on your own, take initiative, etc. Whenever I read these things, I can't help but find myself inspired by them: I enjoy doing my own projects, and I would love to be able to just work on them all day and maybe someday be able to live off them.
So here is my first try. I'm launching a project (it's too small for me to consider it a startup) called Your 30 Before 30 that might be a little fun to do. The idea behind it is to create a "30 before 30" list (similar to a bucket list), where you write down 30 things you want to do before you're 30. They don't have to be anything special, but they can be. Then at some point when you accomplish what you want to accomplish, you mark it off and tell people what you did.
I'm putting it here to invite any of my readers to check it out and "beta" test it. Let me know what you think. What's cool, what's not? Do you have any suggestions/constructive criticisms? Any feedback is welcome.
So here is my first try. I'm launching a project (it's too small for me to consider it a startup) called Your 30 Before 30 that might be a little fun to do. The idea behind it is to create a "30 before 30" list (similar to a bucket list), where you write down 30 things you want to do before you're 30. They don't have to be anything special, but they can be. Then at some point when you accomplish what you want to accomplish, you mark it off and tell people what you did.
I'm putting it here to invite any of my readers to check it out and "beta" test it. Let me know what you think. What's cool, what's not? Do you have any suggestions/constructive criticisms? Any feedback is welcome.
Dec 7, 2010
Second Thoughts on IronRuby
Unfortunately after using IronRuby at work a bit, I've found that there are still a few too many bugs with the thing for me to want to depend on it for production software. The bugs are already reported, however they are tagged as low priority and will not likely be fixed any time soon. Rather than spending lots of time fixing the bugs myself (I get paid to make profit, not to work on open-source pet projects), I'll just continue doing things the way that I have been!
Hopefully someone else will find IronRuby useful!
In case you're wondering, the bug that really killed it for me was the inability to use gems with RVM under Linux. The following command fails with issues installing RubyGems:
Hopefully someone else will find IronRuby useful!
In case you're wondering, the bug that really killed it for me was the inability to use gems with RVM under Linux. The following command fails with issues installing RubyGems:
rvm install ironrubyNo Rubygems drastically reduces the usefulness of Ruby, enough that I'm not really wanting to use it anymore.
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