Am 24.04.2013 um 10:42 schrieb Marcus Denker <marcus.den...@inria.fr>:

> 
> On Apr 24, 2013, at 10:30 AM, Norbert Hartl <norb...@hartl.name> wrote:
> 
>> 
>> Am 24.04.2013 um 10:00 schrieb Goubier Thierry <thierry.goub...@cea.fr>:
>> 
>>>> Maybe we can make a destination between two cases:
>>>> 
>>>> 1) cursor is placed somewhere. Here people are interested in
>>>> suggestions. The context menu like it is now makes sense
>>>>     (I would add one entry for the suggestions, in addition to the
>>>> shortcut)
>>>> 
>>>> 2) The user *selected* something explicitly. Here I think we should show
>>>> a modified context menu that only has those things
>>>>      the make sense on the selection. Nobody want to "Debug it" a
>>>> variable, or "print it" a syntactically invalid selection...
>>> 
>>> Hum, this one looks cool. The default action menu is quite long (debugIt, 
>>> exploreIt, etc...) and making it shorter is a nice touch.
>> 
>> Yes, but unfortunately it doesn't work that way most of the time for the 
>> unexperienced.. Learning a UI means knowing where things are. A changing 
>> context menu mostly leads to confusion because you struggle finding things 
>> you saw before. Those things only make sense if you're already comfortable 
>> with the UI and the environment. I think that is one reason we menu entries 
>> are often just greyed out. This way you have the orientation because the 
>> menu is of the same shape and by seeing greyed out stuff you can immediately 
>> learn that some menu entries do not make sense in this context.
>> Maybe the way it can work is to have this as an option. First grey out 
>> things and the expert can switch them off to make disabled entries invisible.
>> 
> But aren't *context* menus named like that because they depend on the context?

It doesn't help much if you use a term consistently if the thing _the term 
describes_ doesn't work out at the end. And according to wikipedia they were 
called pop-up menus in smalltalk :)

> If I get a context menu for a class or a method in the panes above, they are 
> different, too.


I didn't mean that there is only one menu in the system and it has to look the 
same everywhere. I just wanted to note that there are things to take care of 
when building menu logic.

Norbert

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