> I feel like the process of "download patches from a ticket, apply in > some order, rebuild and test, and commit" makes sense as a menu-based > text interface, especially if you want to do several in a row. Or am I > the only one that likes that idea? I did spend too much time on MUDs > in high school; maybe it's the reason I seem to want to turn release > management into a text-based adventure game. "You are in a dark room, > facing a massive patch bomb. Run, fight, or merge?" ... > > -cc
C'mon, one picture says more than a thousand words ... Remembering playing The Bard's Tale back in '85, one does not need much graphics, on the other hand. Imagine that every ticket in trac had only its own icon (possibly from a set of pre-made icons), which depicts at one quick glance whether it is "easy review in less than five minutes", whether the size of the patch is so big you can't browse it in trac, but have to download it, or is a smiling dwarf "gold to be had --- you only have to slay that dragon fo me". (Read: gold == nice new feature you always wanted; slay dragon == rebase this bitrotted code yourself, correct it grammatically and mathematically, add the missing doctests, write some documentation, appease/bribe/whatever the release manager(s) to get it finally in, ...) Craig, you're certainly not the only one liking this idea! Cheers, gsw --~--~---------~--~----~------------~-------~--~----~ To post to this group, send email to sage-devel@googlegroups.com To unsubscribe from this group, send email to sage-devel-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/sage-devel URLs: http://www.sagemath.org -~----------~----~----~----~------~----~------~--~---