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  • Virtual Pageview Goal Funnel Not Tracking Correctly

    - by cphill
    I have an AJAX form that has three stages: 1. The landing page where a user fills out a form and selects between three question sets and clicks begin assessment 2. The assessment page, where users fill out questions relating to the question set that they selected on the landing page. 3.The results page, which shows whether they are at High Risk or Low Risk. Since this is an AJAX form that does not open a new page for each step of the process, I implemented a virtual pageview that would fire on the pageload of each step of the form process. The following is my virtual pageview setup for each stage: /form/begin-assessment /form/assessment/* (* = Three different virtual pageviews depending on the users selection of the three sets of questions: /one, /two, /three) 3./form/finished-assessment I have set up three separate goals to track user progress through each step of the form assessment. Here is my Goal setup: Goal Description: -Goal Type: Destination Goal Details: -Destination: /form/finished-assessment -Funnel: On Step 1: /form/begin-assessment (Required: Yes) Step 2: /form/assessment/one (Step 2: replace /one with /two or /three and you have my two other goals setup) Now my goals are recording the correct data in the first step and show the completions in the destination, but the second step does not show any drop offs. They show the same data as the destination. Any ideas of how I set up the goals wrong?

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • Provide an OnChange event for an internal property which is controlled externally?

    - by NGLN
    For fun and by request I am updating this ImageGrid component, a kind of listbox for images that has a FileNames property of type TStrings. For ease of writing, I have been misusing its FileNames.Objects property for bitmap storage. But since the TStrings type suggests that users of the component could or would want to use the Objects property for custom data, e.g. like TListBox.Items, I am rewriting the component to store the bitmaps elsewhere and leave FileNames.Objects untouched for unknown future usage. Now I am wondering whether to provide an OnChange event. And if so, whether to fire it when one or more FileNames.Objects changes. Trying to answer it myself, I dove in Delphi's own VCL and stumbled on: TMemo: has an OnChange event, but ignores Lines.Objects TListBox: has no OnChange event, but is capable of storing Items.Objects TStringGrid: has no OnChange event, but is capable of storing Objects, Rows.Objects, Cols.Objects So now I am somewhat puzzeled, because I cannot imagine Borland's developers didn't add events for several Objects properties out of ease. Sure, when a user changes a FileNames.Object in my component, he knows he does and could implement appropriate interaction himself. But wouldn't it be convenient when the component does automatically? What would you expect from this component in this regard?

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  • MQTT, GWT, ActiveMQ stack to bring jms to the browser

    - by scphantm
    I am in the preliminary stages of architecting a legacy replacement project. They already have sub half second performance on their green screens and they want the same on their web app. We have a 390 mainframe that can handle anything we throw at it but they don't have a good jvm for it, so we have two tiers of websphere servers between the mainframe and the browser, The ui server, and the bl server. For the ui, I'm leaning towards GWT. But one thing that I think would seal the deal is to add messaging capabilities to the browser. The idea is say you click on a link that displays a second panel of information, instead of the classic GWT where it triggers a GWT-RPC call to the ui server, the ui server routs it to the bl server, the bl sends it to the mainframe and back out, it drops an MQTT message directly to the bl server or directly to the mainframe. Say writes go to the bl, reads go to the mainframe. This is an easy enough thing in classic jms because you can issue a message that has an expected response. Then have your callback ready to get the resonse. But from what I'm reading so far. It looks like mqtt doesn't have that. It looks like it's strictly fire and forget, which would make it really tough to come up with a way to get a response back to the workstation that called it. Am I right here? Has anyone tried this stack before with gwt.

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  • Can org.freedesktop.Notifications.CloseNotification(uint id) be triggered and invoked via DBus?

    - by george rowell
    ref: Close button on notify-osd? Bookmark: Can org.freedesktop.Notifications.CloseNotification(uint id) be triggered and invoked via DBus? Currently, this script dbus-monitor "interface='org.freedesktop.Notifications'" | \ grep --line-buffered "member=Notify" | \ sed -u -e 's/.*/killall notify-osd/g' | \ bash will kill all pending notifications. It would be better to finesse the specific target OSD notification to cancel, by using org.freedesktop.Notifications.CloseNotification(uint id). Is there an interface method that can put this on (in?) the DBus to fire when a particular notify event occurs? The method will need to get the notify PID to use as the argument for CloseNotification(uint id). Alternatively, qdbus org.freedesktop.Notifications \ /org/freedesktop/Notifications \ org.freedesktop.Notifications.CloseNotification(uint id) could be used from the shell, if the (uint id) argument could be determined. The actual command syntax would use an integer in place of (uint id). Perhaps a better question to ask first might be "How is the DBus address for a notification found?". In hindsight the previous question "How is the (uint id) for a notification found?" is rhetorical! This previous answer: http://askubuntu.com/a/186311/89468 provided details so either method below can be used: gdbus call --session --dest org.freedesktop.DBus \ --object-path / \ --method org.freedesktop.DBus.GetConnectionUnixProcessID :1.16 returning: (uint32 8957,) or qdbus --literal --session org.freedesktop.DBus / \ org.freedesktop.DBus.GetConnectionUnixProcessID :1.16 returning: 8957

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  • Macbook overheats in 12.04 beta

    - by zookalicious
    Since I've heard a lot of great things about the upcoming 12.04 release, I decided to give the beta 2 a shot. Everything works very well, except ubuntu wasn't controlling the fan speed for a while. In all the past versions of ubuntu, I've just used the mactel support repository to detect my fans with the macfanctld package, and that has worked well. However it doesn't seem like that package has been updated yet for Precise, so I used the method at this Ubuntu forums thread instead. Now my computers fans are recognized and will spin up, but my laptop is getting VERY hot very frequently. Even just opening up a web browser and Libreoffice writer is enough to make the bottom of my computer feel like it's on fire and cause the fans to spin up to full. "top" shows that there are no programs eating up my CPU usage, which sometimes causes overheating. If anyone has any suggestions I would love to hear them. 12.04 is very nice and I know that for 11.10 macfanctld didn't get updated for a long time, so I'm hesitant to just wait for that.

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  • World Location issues with camera and particle

    - by Joe Weeks
    I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I am working on is the part about the 2D platformer in the last couple of chapters. I am creating a platformer which has a scrolling screen (similar to an old school screen chase), I originally did not have any problems with this aspect as it is simply a case of updating the camera position on the X axis with game time, however I have since added a particle system to allow the players to fire weapons. This particle shot is updated via the world position, I have translated everything correctly in terms of the world position when the collisions are checked. The crux of the problem is that the collisions only work once the screen is static, whilst the camera is moving to follow the player, the collisions are offset and are hitting blocks that are no longer there. My collision for particles is as follows (There are two vertical and horizontal): protected override Vector2 horizontalCollisionTest(Vector2 moveAmount) { if (moveAmount.X == 0) return moveAmount; Rectangle afterMoveRect = CollisionRectangle; afterMoveRect.Offset((int)moveAmount.X, 0); Vector2 corner1, corner2; // new particle world alignment code. afterMoveRect = Camera.ScreenToWorld(afterMoveRect); // end. if (moveAmount.X < 0) { corner1 = new Vector2(afterMoveRect.Left, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Left, afterMoveRect.Bottom - 1); } else { corner1 = new Vector2(afterMoveRect.Right, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Right, afterMoveRect.Bottom - 1); } Vector2 mapCell1 = TileMap.GetCellByPixel(corner1); Vector2 mapCell2 = TileMap.GetCellByPixel(corner2); if (!TileMap.CellIsPassable(mapCell1) || !TileMap.CellIsPassable(mapCell2)) { moveAmount.X = 0; velocity.X = 0; } return moveAmount; } And the camera is pretty much the same as the one in the book... with this added (as an early test). public static void Update(GameTime gameTime) { position.X += 1; }

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  • BUILD 2013 Session&ndash;Alive With Activity

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionndashalive-with-activity.aspx Live tiles are what really add a ton of value to both Windows 8 and Windows Phone.  As a developer it is important that you leverage this capability in order to make your apps more informative and give your users a reason to keep opening the app to find out details hinted at by tile updates. In this session Kraig Brockschmidt cover a wide array of dos and don’ts for implementing live tiles.  I was actually worried whether I would get much out of this session when Kraig started it off with the fact that his background is in HTML5 based apps which I have little interest in, but the subject almost didn’t come up during his talk.  It focused on things like making sure you have all the right size graphics and implementing all of the tile event handlers.  The session went on to discuss the message format for push notification and implementing lock screen notification and badges. As with the other day 1 sessions it was like drinking from a fire hose, but it was good stuff.  Check it out when they post it on Channel 9. del.icio.us Tags: BUILD 2013,Live Tiles,Windows 8.1

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  • Microsoft Access as a Weapon of War

    - by Damon
    A while ago (probably a decade ago, actually) I saw a report on a tracking system maintained by a U.S. Army artillery control unit.  This system was capable of maintaining a bearing on various units in the field to help avoid friendly fire.  I consider the U.S. Army to be the most technologically advanced fighting force on Earth, but to my terror I saw something on the title bar of an application displayed on a laptop behind one of the soldiers they were interviewing: Tracking.mdb Oh yes.  Microsoft Office Suite had made it onto the battlefield.  My hope is that it was just running as a front-end for a more proficient database (no offense Access people), or that the soldier was tracking something else like KP duty or fantasy football scores.  But I could also see the corporate equivalent of a pointy-haired boss walking into a cube and asking someone who had piddled with Access to build a database for HR forms.  Except this pointy-haired boss would have been a general, the cube would have been a tank, and the HR forms would have been targets that, if something went amiss, would have been hit by a 500lb artillery round. Hope that solider could write a good query :)

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  • Installing Visual Studio 2010 SP1 or Windows Phone tools in your VM (danger!)

    - by Jeff
    If you've read my blog for any amount of time, you probably know that I tend to develop stuff in a Parallels VM on a Mac. It's how I roll. I like VM's because I can trash them and do really stupid things with beta software. That said, there is a pain point that doesn't seem that well documented when it comes to installing stuff in this scenario.The WP7 tools, and SP1 for Visual Studio 2010 (perhaps only if you already have the WP7 tools installed, I'm not sure), do something strange on install. As if it weren't already a long and slow installation, for reasons I don't understand, the installer fires up an instance of Windows Phone Emulator. As you may already know, the emulator doesn't run in a VM, because it is itself a VM, apparently. What it will do is fire up your CPU, make your comprooder hot and make the fans blow harder.I found this out accidentally, as I started the (slow) phone tool installation once, and walked away. An hour and a half later, I came back to find it hadn't finished. But it was hot and the CPU was pegged, so I fired up the task manager to find XDE.exe, the phone emulator, cranking away. I had to kill it several times, and eventually the install finished. It fired up just once in the SP1 install, but it still had the same hanging effect.I can't for the life of me figure out why it does this. In a VM, I can connect the phone to it and use that, so I don't need the emulator. But this install, firing up the emulator, will make it choke until you kill the XDE.exe process. Watch out!

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  • RetinaPad Enables Retina Display for iPhone Apps on the iPad

    - by Jason Fitzpatrick
    RetinaPad is an iPad application that actives the Retina Display resolution on iPhone applications to increase the clarity on the iPad. It’s a feature that should be built-in but is currently only available for jailbroken iPads. The premise is simple. Currently iPads lack support for the Retina Display level resolution that iPhone apps are capable of if displaying. RetinaPad allows you to stop using the ugly and blocky simple doubling available on the iPad and start accessing the higher resolution Retina Display mode for iPhone applications on the iPad. It’s such a trivial thing that it’s outright shameful Apple doesn’t include it by default. You should have to jailbreak your device to unlock functionality that should be there right from the factory. Check out the demo video below to see it in action: Fire up your jailbroken iPad, launch Cydia and search for RetinaPad. Retina Pad is $2.99, iPad only. How to Enable Google Chrome’s Secret Gold IconHTG Explains: What’s the Difference Between the Windows 7 HomeGroups and XP-style Networking?Internet Explorer 9 Released: Here’s What You Need To Know

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  • An entry-level programmer's best option [on hold]

    - by user134409
    I am facing a puzzle and I am not sure the best way to make a decision. In my spare time besides playing video games I got around to develop some games, nothing fancy, just small projects to get a better grasp at programming. After I finished college and got my BA in Computer Science, I got a job as web developer at a small firm. The next few months were very stressful as I had no previous experience and tried my best to make up for it. But after 6 months my boss told me I was inefficient and not very independent and let me go. To my credit, the help from the senior was very limited, I did learn a lot but I have learned by myself. For example they told me to do a UI in BackboneJS and I took me a while but I got it working (even if it was poorly designed). But I managed to do it all by myself because my senior was very busy and he did not have time even for my questions. Now I have found a new job again in web development but I am very afraid of what is going to happen next. I am afraid because I don't want to take the job and then be fired again after a couple of months, I get the feeling that this will be very bad on my CV, job hopping is like a red flag. They want to hire me but I am aware that they are working with new technologies and maybe I will end up not coping with it. So the question is: Should a entry-level programmer be better off with a starting job in QA, testing and work his way from there? I did learn allot from my first job but it was a moral blow when they decided to fire me. I do have a low self-esteem and I know my skills as a programmer are not that great. But I like programming and want to get better and I want to have a long career in it so that basically my pickle. Thank you in advance for the answers.

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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  • Installing Django on Windows

    - by Pranav
    Ever needed to install Django in a Microsoft Windows environment, here is a quick start guide to make that happen: Read through the official Django installation documentation, it might just save you a world of hut down the road. Download Python for your version of Windows. Install Python, my preference here is to put it into the Program Files folder under a folder named Python<Version> Add your chosen Python installation path into your Windows path environment variable. This is an optional step, however it allows you to just type python in the command line and have it fire up the Python interpreter. An easy way of adding it is going into Control Panel, System and into the Environment Variables section. Download Django, you can either download a compressed file or if you’re comfortable with using version control – check it out from the Django Subversion repository. Create a folder named django under your <Python installation directory>\Lib\site-packages\ folder. Using my example above that would have been C:\Program Files\Python25\Lib\site-packages\. If you chose to download the compressed file, open it and extract the contents of the django folder into your newly created folder. If you’d prefer to check it out from Subversion, the normal check out points are http://code.djangoproject.com/svn/django/trunk/ for the latest development copy or a named release which you’ll find under http://code.djangoproject.com/svn/django/tags/releases/. Done, you now have a working Django installation on Windows. At this point, it’d be pertinent to confirm that everything is working properly, which you can do by following the first Django tutorial. The tutorial will make mention of django-admin.py, which is a utility which offers some basic functionality to get you off the ground. The file is located in the bin folder under your Django installation directory. When you need to use it, you can either type in the full path to it or simply add that file path into your environment variables as well. Hope this helps!

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  • Ternary and Artificial Intelligence

    - by user2957844
    Not much of a programmer myself, however I have been thinking about the future of AI. If a fully functional AI is programmed in a binary environment as is used in current computing, would that create a bit of a black and white personality? As in just yes/no, on/off, 1/0? I will use the Skynet computer from the Terminator series as a bad analogy; it is brought online and comes to the conclusion that humanity should just be destroyed so the problem is resolved, basically its only options were; fire the missiles or not. (The films do not really go into what its moves would be after doing such a thing, but that goes into the realms of AI evolution so does not really fit with this question.) It may also have been badly programmed. Now, the human mind has been akin to a ternary system which allows our "out of the box" thinking along with all the other wonderful things our minds can do. So, would it not be more prudent to create a functional ternary system and program an AI using it so the resulting personality would be able to benefit from the third "maybe" (so to speak) option? I understand that in binary there are ways to get around the whole yes/no etc. way of things, however the basic operations are still just 1's and 0's. Again with using the above bad Skynet analogy; if it could have had that third "maybe" option as part of its core system, it may have decided to not launch due to being able to make sense of the intricacies of human nature and the politics of such a move etc. In effect, my question is; Would an AI benefit more from ternary computing as opposed to binary due to the inclusion of -1, or 2, dependent on the system ("maybe," as I call it)?

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  • Creating a steady rhythm for music-based game in XNA

    - by A-Type
    I'm looking to develop a game for Windows Phone to explore an idea I had which involves the user building notes into a sequencer while playing a puzzle game. The issue I'm running into is that, while my implementation is very close to being on-beat, there is the occasional pause between beats which makes the whole thing sound sloppy. I'm just not sure how to get around this inside XNA's infrastructure. Currently I'm running this code in the Update method of my GameBoard: public void Update(GameTime gameTime) { onBeat = IsOnBeat(gameTime); [...] if (onBeat) BeatUpdate(); } private bool IsOnBeat(GameTime gameTime) { beatTime += gameTime.ElapsedGameTime.TotalSeconds; if (Math.Abs(beatTime - beatLength) < 0.0166666) { beatTime -= beatLength; return true; } return false; } private void BeatUpdate() { cursor.BeatUpdate(); board.CursorPass((int)cursor.CursorPosition % Board.GRID_WIDTH); } Update checks to see if the time is on beat, and if it is, it calls the BeatUpdate method which moves the cursor over the board (sequencer). The cursor reports its X position to the board, which then plays any notes which are in that position on the sequencer. Notes are SoundEffectInstances, preloaded and ready to play. Oh, and TargetElapsedTime is set to 166666, or 60FPS target. Obviously totaling up the time and then subtracting isn't the most accurate way to go but I can't figure out a way to work within XNA's system in order to overcome this issue. This current system is just horribly unstable. Beats lag and fire too early and it's obvious. I thought about perhaps some sort of threaded solution but I'm not familiar enough with multithreading to figure out how that would work. Any ideas?

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • A Dozen USB Chargers Analyzed; Or: Beware the Knockoffs

    - by Jason Fitzpatrick
    When it comes to buying a USB charger one is just as good as another so you might as well buy the cheapest one, right? This interesting and detailed analysis of name brand, off-brand, and counterfeit chargers will have you rethinking that stance. Ken Shirriff gathered up a dozen USB chargers including official Apple chargers, counterfeit Apple chargers, as well as offerings from Monoprice, Belkin, Motorola, and other companies. After putting them all through a battery of tests he gave them overall rankings based on nine different categories including power stability, power quality, and efficiency. The take away from his research? Quality varied widely between brands but when sticking with big companies like Apple or HP the chargers were all safe. The counterfeit chargers (like the $2 Apple iPad charger knock-off he tested) proved to be outright dangerous–several actually melted or caught fire in the course of the project. Hit up the link below for his detailed analysis including power output readings for the dozen chargers. A Dozen USB Chargers in the Lab [via O'Reilly Radar] 6 Start Menu Replacements for Windows 8 What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • ?????Exadata????

    - by Liu Maclean(???)
    ??check Exadata Image & OS versions , GI & DB patches sundiag exacheck cellserv ==> imageinfo dbhost ==> /usr/local/bin/imagehistory Also check the version of the switch. Login to Switch and execute the following command [root@myswitch-1 sbin]# version [root@dmorlsw-ib2 sbin]# cd /usr/local/bin [root@dmorlsw-ib2 bin]# ls -lrt version -rwxr-xr-x 1 root root 20356 Apr 4 2011 version Output will look as below. [root@dmorlsw-ib2 ~]# version SUN DCS 36p version: 1.3.3-2 Build time: Apr 4 2011 11:15:19 SP board info: Manufacturing Date: 2009.05.05 Serial Number: "NCD3X0178" Hardware Revision: 0x0006 Firmware Revision: 0x0102 BIOS version: NOW1R112 BIOS date: 04/24/2009 ib8# cat /sys/class/infiniband/is4_0/fw_ver 7.2.300 ib8 # cat /sys/class/dmi/id/bios_version NOW1R112 ib8 # nm2version NM2-36p version: 1.0.1-1 Build time: Sep 14 2009 12:52:51 ComExpress info: Manufacturing Date: 2009.08.19 Serial Number: Hardware Revision: 0x0006 Firmware Revision: 0x0102 { case `uname` in Linux ) ILOM="/usr/bin/ipmitool sunoem cli" ;; SunOS ) ILOM="/opt/ipmitool/bin/ipmitool sunoem cli" ;; esac ; ImageInfo="/opt/oracle.cellos/imageinfo" ; uname -srm ; head -1 /etc/*release ; uptime | cut -d, -f1 ; $ILOM "show /SP system_description system_identifier" | grep = ; $ImageInfo -activated -node -status -ver | grep -v ^$ ; } | tee /tmp/ExaInfo.log $GRID_HOME/OPatch/opatch lsinv -all -oh $GRID_HOME | tee /tmp/OPatchInv.log $ORACLE_HOME/OPatch/opatch lsinv -all | tee -a /tmp/OPatchInv.log cat /tmp/ExaInfo.log Linux 2.6.18-128.1.16.0.1.el5 x86_64 ==> /etc/enterprise-release <== Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) ==> /etc/redhat-release <== Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) 20:37:56 up 458 days system_description = SUN FIRE X4170 SERVER, ILOM v3.0.6.10.b, r52264 system_identifier = Sun Oracle Database Machine Active image version: 11.2.1.2.3 Active image activated: XXXX-XX-XX 12:27:12 +0800 Active image status: success Active node type: COMPUTE Inactive image version: undefined FileName: OPatchInv.log ---------------- ... Oracle Home       : /u01/app/11.2.0/grid Central Inventory : /u01/app/oraInventory   from           : /etc/oraInst.loc OPatch version    : 11.2.0.1.2 OUI version       : 11.2.0.1.0 OUI location      : /u01/app/11.2.0/grid/oui ... -------------------------------------------------------------------------------- List of Oracle Homes:   Name                                       Location   Ora11g_gridinfrahome1         /u01/app/11.2.0/grid   OraDb11g_home1                  /u01/app/oracle/product/11.2.0/dbhome_1 -------------------------------------------------------------------------------- Installed Top-level Products (1): Oracle Grid Infrastructure                                           11.2.0.1.0 ... Interim patches (2) : Patch  9524394      : applied on Thu Jun 03 20:46:05 CST 2010 ... {TRACKING BUG FOR 11.2.0.1 DB MACHINE BUNDLE PATCH 3} Patch  9455587      : applied on Fri Apr 02 18:27:47 CST 2010 ... {MERGE REQUEST ON TOP OF 11.2.0.1.0 FOR BUGS 8483425 8667622 8702731 8730804} Rac system comprising of multiple nodes  Local node = dbserv01  Remote node = dbserv02  Remote node = dbserv03  Remote node = dbserv04 -------------------------------------------------------------------------------- OPatch succeeded. ... Oracle Home       : /u01/app/oracle/product/11.2.0/dbhome_1 ... Oracle Database 11g                                                  11.2.0.1.0 ... Interim patches (5) : Patch  8888434      : applied on Sat Jan 08 00:27:33 CST 2011 ... {AIX-ASM-CF: LMHB TERMINATE INSTANCE WHEN OFFLINE ONE FAILGROUP IN ASM DG} Patch  8730312      : applied on Thu Jun 03 21:30:03 CST 2010 ... {FWD MERGE FOR BASE BUG 8715387 FOR 12G} Patch  9502717      : applied on Thu Jun 03 21:25:54 CST 2010 ... {LMS HIT ORA-600 [KJBLDRMNEXTPKEY:SEEN] AND CRASHED THE INSTANCE} { + same 2 as GI above} ?? cell server Cache Policy cell08# MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' Current Cache Policy: WriteThrough, ReadAheadNone, Direct, No Write Cache if Bad BBU cell09# MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' Current Cache Policy: WriteBack, ReadAheadNone, Direct, No Write Cache if Bad BBU Default Cache Policy: WriteBack, ReadAheadNone, Direct, No Write Cache if Bad BBU Current Cache Policy: WriteThrough, ReadAheadNone, Direct, No Write Cache if Bad BBU Cache policy is in WB Would recommend proactive  battery repalcement. Example : a. /opt/MegaRAID/MegaCli/MegaCli64 -LDGetProp  -Cache -LALL -aALL ####( Will list the cache policy) b. /opt/MegaRAID/MegaCli/MegaCli64 -LDSetProp  -WB  -LALL -aALL ####( Will try to change teh policy from xx to WB)     So policy Change to WB will not come into effect immediately     Set Write Policy to WriteBack on Adapter 0, VD 0 (target id: 0) success     Battery capacity is below the threshold value ??cell BBU??????: cell08# /opt/MegaRAID/MegaCli/MegaCli64 -AdpBbuCmd -GetBbuStatus -a0 BBU status for Adapter: 0 BatteryType: iBBU Voltage: 4061 mV Current: 0 mA Temperature: 36 C BBU Firmware Status: Charging Status : None Voltage : OK Temperature : OK Learn Cycle Requested : No Learn Cycle Active : No Learn Cycle Status : OK Learn Cycle Timeout : No I2c Errors Detected : No Battery Pack Missing : No Battery Replacement required : No Remaining Capacity Low : Yes Periodic Learn Required : No Battery state: GasGuageStatus: Fully Discharged : No Fully Charged : Yes Discharging : Yes Initialized : Yes Remaining Time Alarm : No Remaining Capacity Alarm: No Discharge Terminated : No Over Temperature : No Charging Terminated : No Over Charged : No Relative State of Charge: 99 % Charger System State: 49168 Charger System Ctrl: 0 Charging current: 0 mA Absolute state of charge: 21 % Max Error: 2 % Exit Code: 0x00 ????BBU ??: dcli -g ~/cell_group -l root -t '{ uname -srm ; head -1 /etc/*release ; uptime | cut -d, -f1 ; imagehistory ; ipmitool sunoem cli "show /SP system_description system_identifier" | grep = ; ipmitool sunoem cli "show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED /opt/MegaRAID/MegaCli/MegaCli64 -AdpBbuCmd -GetBbuStatus -a0 | egrep -i 'BBU|Battery|Charge:|Fully|Low|Learn' ; }' | tee /tmp/ExaInfo.log Target cells: ['cellserv01', 'cellserv02', 'cellserv03', 'cellserv04', 'cellserv05', 'cellserv06', 'cellserv07'] cellserv01: Linux 2.6.18-128.1.16.0.1.el5 x86_64 cellserv01: ==> /etc/enterprise-release <== cellserv01: Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) cellserv01: cellserv01: ==> /etc/redhat-release <== cellserv01: Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) cellserv01: 01:17:39 up 635 days cellserv01: Version : 11.2.1.2.1 cellserv01: Image activation date : 2011-03-25 11:59:34 -0800 cellserv01: Imaging mode : fresh cellserv01: Imaging status : success cellserv01: cellserv01: Version : 11.2.1.2.3 cellserv01: Image activation date : 2011-04-13 12:15:46 +0800 cellserv01: Imaging mode : patch cellserv01: Imaging status : success cellserv01: cellserv01: Version : 11.2.1.2.6 cellserv01: Image activation date : 2011-05-27 23:08:22 +0800 cellserv01: Imaging mode : patch cellserv01: Imaging status : success cellserv01: cellserv01: system_description = SUN FIRE X4275 SERVER, ILOM v3.0.6.10.b, r52264 cellserv01: system_identifier = Sun Oracle Database Machine cellserv01: Connected. Use ^D to exit. cellserv01: -> show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED cellserv01: show: No matching properties found. cellserv01: cellserv01: -> Session closed cellserv01: Disconnected cellserv01: BBU status for Adapter: 0 cellserv01: BatteryType: iBBU cellserv01: BBU Firmware Status: cellserv01: Learn Cycle Requested : No cellserv01: Learn Cycle Active : No cellserv01: Learn Cycle Status : OK cellserv01: Learn Cycle Timeout : No cellserv01: Battery Pack Missing : No cellserv01: Battery Replacement required : No cellserv01: Remaining Capacity Low : Yes cellserv01: Periodic Learn Required : No cellserv01: Battery state: cellserv01: Fully Discharged : No cellserv01: Fully Charged : Yes cellserv01: Relative State of Charge: 99 % cellserv01: Absolute state of charge: 21 % dcli -l root -g /root/all_group '/opt/MegaRAID/MegAaCli/MegaCli64 -AdpBbuCmd -a0' > BBU.out check ipmi: dcli -g ~/cell_group -l root -t '{ > ipmitool sunoem cli "show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED" | grep = ; MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' ; }' | tee /tmp/ExaCells.log

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  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

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  • What was your the most impressive technical programming achievement performed to impress a romantic

    - by DVK
    OK, so the archetypal human story is for a guy to go out and impress the girl with some wonderful achievement like slaying a dragon or building a monument or conquering neighboring tribe. This being enlightened 21st century on SO, let's morph this into a: StackOverflower performing a feat of programming to impress a romantic interest. There are two ways to do this: Technical achievement: Impressing a person with suitable background/understanding of programming with actual coding powerss you displayed. A dumb movie example would be that kid in "Hackers" move showing off his hacking skills in front of Angeline Jolie. Artistic achievement: Impressing a person with a result of running said code, whether they understand just how incredible the code itself is. An example is the animated ANSI rose (for a guy who actually wrote the ANSI code) This question is only about the first kind (technical achievements) - e.g. the person of interest was presented with impressive code/design that (s)he was able to properly appreciate. Rules (what doesn't qualify): The target audience must have been a person of romantic interest (prospective or present significant other or random hook-up). E.g. showing your program to your sister who's also a software developer doesn't count. The achievement must have been done specifically with the goal to impress such a person. However, it is OK if the achievement was done to impress a generic qualifying person, not someone specific. Although... if you write code to impress girls in general, I'd say "get a better idea of the opposite sex" The achievement must have been done with the goal of impressing the person. In other words, if you would have done it without romantic interest's knowledge anyway, it doesn't count. As examples, the following does not count: programming for your job. Programming for a coding contest. Open Source program that you'd have done anyway. The precise nature of the awesomeness of the achievement is somewhat irrelevant - from learning entire J2EE in 2 days to writing fancy game engine to implementing Python compiler in LOGO. As long as it's programming/software development related. The achievement should preferably be something other people would rank highly as well. If your date was impressed with your skill at calculating Fibonacci sequence without recursive function calls, it doesn't mean most developers will be. But it does mean you need to start finding better things to do on dates ;)

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  • hand coding a parser

    - by John Leidegren
    For all you compiler gurus, I wanna write a recursive descent parser and I wanna do it with just code. No generating lexers and parsers from some other grammar and don't tell me to read the dragon book, i'll come around to that eventually. I wanna get into the gritty details about implementing a lexer and parser for a reasonable simple langauge, say CSS. And I wanna do this right. This will probably end up being a series of questions but right now I'm starting with a lexer. Tokenization rules for CSS can be found here. I find my self writing code like this (hopefully you can infer the rest from this snippet): public CssToken ReadNext() { int val; while ((val = _reader.Read()) != -1) { var c = (char)val; switch (_stack.Top) { case ParserState.Init: if (c == ' ') { continue; // ignore } else if (c == '.') { _stack.Transition(ParserState.SubIdent, ParserState.Init); } break; case ParserState.SubIdent: if (c == '-') { _token.Append(c); } _stack.Transition(ParserState.SubNMBegin); break; What is this called? and how far off am I from something reasonable well understood? I'm trying to balence something which is fair in terms of efficiency and easy to work with, using a stack to implement some kind of state machine is working quite well, but I'm unsure how to continue like this. What I have is an input stream, from which I can read 1 character at a time. I don't do any look a head right now, I just read the character then depending on the current state try to do something with that. I'd really like to get into the mind set of writing reusable snippets of code. This Transition method is currently means to do that, it will pop the current state of the stack and then push the arguments in reverse order. That way, when I write Transition(ParserState.SubIdent, ParserState.Init) it will "call" a sub routine SubIdent which will, when complete, return to the Init state. The parser will be implemented in much the same way, currently, having everyhing in a single big method like this allows me to easily return a token when I found one, but it also forces me to keep everything in one single big method. Is there a nice way to split these tokenization rules into seperate methods? Any input/advice on the matter would be greatly appriciated!

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  • PHP-based LaTeX parser -- where to begin?

    - by Alex Basson
    The project: I want to build a LaTeX-to-MathML translator in PHP. Why? Because I'm a mathematician, and I want to publish math on my Drupal site. It doesn't have to translate all of LaTeX, since the basic document-level stuff is ably handled by the CMS and wouldn't be written in LaTeX to begin with; it just has to translate math written in LaTeX into math written in MathML. Although I feel as though I've done my due diligence, this doesn't seem to exist already. Maybe I'm wrong---if you know of something that would serve this purpose, by all means let me know, and thank you in advance. But assuming it doesn't exist, I guess I have to go write it myself. Here's the thing, though: I've never done anything this ambitious. I don't really know where to begin. I've used PHP for years, but just to do the standard "build a CMS with PHP and MySQL"-type of stuff. I've never attempted anything as seemingly sophisticated as translation from one language to another. I'm just dumb enough to consider doing it with regex---after all, LaTeX is a much more formal language, and it doesn't allow for nearly the kinds of pathological edge-cases, as say, HTML. But on the other hand, I'm just smart enough to realize this is probably a terrible idea: now I have two problems, and I sure don't want to end up like this guy. So if that's not the way to go (right?), what is? How should I start thinking about this problem? Am I essentially writing a LaTeX compiler in PHP, and if so, what do I need to know to do that (like, should I just go read the Purple Dragon book first?)? I'm both really excited and pretty intimidated by the prospect of this project, but hey, this is how we all learn to be programmers, right? If something we need doesn't exist, we go and build it, necessity is the mother of... you get the point. Tremendous thanks to everyone in advance for any and all guidance you can offer.

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  • How build my own Application Setting

    - by adisembiring
    I want to build a ApplicationSetting for my application. The ApplicationSetting can be stored in a properties file or in a database table. The settings are stored in key-value pairs. E.g. ftp.host = blade ftp.username = dummy ftp.pass = pass content.row_pagination = 20 content.title = How to train your dragon. I have designed it as follows: Application settings reader: interface IApplicationSettingReader { read(); } DatabaseApplicationSettingReader { dao appSettingDao; AppSettings read() { List<AppSettingEntity> listEntity = appSettingsDao.findAll(); Map<String, String> map = new HaspMap<String, String>(); foreach (AppSettingEntity entity : listEntity) { map.put(entity.getConfigName(), entity.getConfigValue()); } return new AppSettings(map); } } DatabaseApplicationSettingReader { dao appSettingDao; AppSettings read() { //read from some properties file return new AppSettings(map); } } Application settings class: AppSettings { private static AppSettings instance; private Map map; Public AppSettings(Map map) { this.map = map; } public static AppSettings getInstance() { if (instance == null) { throw new RuntimeException("Object not configure yet"); } return instance; } public static configure(IApplicationSettingReader reader) { instance = reader.read(); } public String getFtpSetting(String param) { return map.get("ftp." + param); } public String getContentSetting(String param) { return map.get("content." + param); } } Test class: AppSettingsTest { IApplicationSettingReader reader; @Before public void setUp() throws Exception { reader = new DatabaseApplicationSettingReader(); } @Test public void getContentSetting_should_get_content_title() { AppSettings.configure(reader); Instance settings = AppSettings.getInstance(); String title = settings.getContentSetting("title"); assertNotNull(title); Sysout(title); } } My questions are: Can you give your opinion about my code, is there something wrong? I configure my application setting once, while the application start, I configure the application setting with appropriate reader (DbReader or PropertiesReader), I make it singleton. The problem is, when some user edit the database or file directly to database or file, I can't get the changed values. Now, I want to implement something like ApplicationSettingChangeListener. So if the data changes, I will refresh my application settings. Do you have any suggestions how this can be implemented?

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