In part 1 I rambled on at length about what I think needs to be done to prove yourself to a project team in order to become a committer on tht project.
So, what the crap's up with being full of C.R.A.P.? I'm not referring to the four principles of design (Contrast, Repetition, Alignment, Proximity), though there are some similarities here.
For me, being full of C.R.A.P is about the transition from one state to another:
How do you move from one state to another?