>
> I was looking at this and the explanation in the bug seems a little  
> complicated.

Agreed.  As someone who knows very very little about how to do this
kind of thing, I just cobbled together hints from a wide variety of
sources and people to get something that worked and actually was an
app, not just a script.

>
> One can create a project (of almost any kind) in Xcode and build it. I  

Yes, that seemed clear - but I don't understand Xcode, so I did
everything including .plist by hand.  Certainly if this would make
things more streamlined it would be great; up to now (many months) no
one has given instructions for this.

> called mine "sage" and got a "sage.app" from the build. Delete the  
> Resources directory. Take a /bin/sh script that calls "open -f  
> Terminal.app $location/sage" and move it to sage.app/Contents/MacOS/
> sage.
>
> This turns "sage.app" into a double-clickable app that launches sage  
> and shuts down.

That's basically what the tarball mabshoff now has in hand
implementing #4817 does as well, except without the $location trick,
which no one has ever told us about before.

> The icon is just gravy.

Yes, but fun and helpful gravy, particularly for new non-hardcore
users.  Does that have to be removed?  It would be a shame to have a
shorter script that for some reason didn't allow that.

Anyway, it sounds like the long-sought OSX gurus (see the OSX readme
file) are finally arriving on the list the last few months!  Thanks,
and anything that makes this more efficient (e.g. not creating random /
tmp/ files) will be a great addition to Sage.

- kcrisman

PS: The final step in the whole saga would be to use Interface Builder
to make, well, an interface (which presumably would just add some kind
of Aqua niceness to a terminal session implanted in the interface?).
I have no idea how to do this, but http://www.iwu.edu/~cskiadas/Apps/index.html
is an older example of doing this with Macaulay 2 which as far as I
know was fairly functional.  Anyway, that would be suh-weet.
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