hisham hm

🔗 Anatomy of a (failed?) free-software fundraiser

UPDATE 2014-05-02: The fine folks at Bountysource extended the fundraiser for a few more weeks! Hurry up!

After more than 10 years developing free software (htop, GoboLinux, LuaRocks), this month I made my first organized attempt to get some funding for a project. Or rather, am making, since the fundraiser is still up at the time of this writing. But with 2 days to go and 22% of the funding goal met, I think it’s already a fine time to take a closer look at the experience and see what we can learn from it.

The idea, in short

htop is a text-mode process viewer. The backend code is Linux-specific, so unlike most free software, it’s not a portable project. Still, some people run it unmodified on FreeBSD (and GNU Hurd!) by using Linux emulation layers. There’s no such layer for Mac OSX, so one user ported htop by replacing its backend with a native implementation. There’s nothing wrong with that, of course — the source is open precisely to allow this kind of thing!

The problem is that, due to the way this fork was done, it couldn’t easily be merged back. So, it hasn’t kept up with the development and bugfixes of htop over the years. This hasn’t stopped it from making its way to Homebrew, through a series of forks. They’re all based on that version of htop 0.8.2 from five years ago, though. The result is that I keep getting bug reports from Mac users, some of them for very old bugs!

My time for free software is short as I usually take on lecturing and freelance jobs in addition to my PhD, so I though that, if there was enough interest, I could take on solving this situation as this season’s “freelance job”. I had just learned about BountySource through the neovim fundraiser so I thought “why not”, and created a fundraiser titled “Mac OS X support in the official htop 1.x tree”.

First contacts

I went through Github and searched for every fork of AndyA’s original htop-osx repository (when this fork was made my own htop repository was still in SourceForge, so his fork is not a “Github fork” of mine) and contacted every author to make them aware of my project. I also looked at the update history of the htop-osx formula in Homebrew and contacted everyone mentioned there. My goal was to reach everyone connected to htop-osx, let them know about the fundraiser (I didn’t want it to look like a “hostile fork” (even though I’m the original author!) ) and ask them how to better reach the OSX community.

Everyone was fine with the idea and nice to me, but unfortunately nobody had any tips on how to reach out to the audience. Fork authors suggested contacting Homebrew; Homebrew told me to contact the “htop-osx project”. Having had already contacted both, that didn’t take me far.

The general advice was to go through word-of-mouth. The thing is, I’m a Linux guy, and so I tend to gravitate around that universe in my online communities. I posted links on Twitter and I’ve got some pledges from friends, who were sure not that interested in the port but wanted to help out (thank you!). Then I posted in the htop mailing list, from which I also got some pledges, as shows of support.

Trying to reach wider audiences, I posted on a few Mac-related subreddits, where I got some pledges from /r/apple (and also on Hacker News, where it instantly tanked of course). After a couple hundred dollars in initial pledges the first few days, the fundraiser sat mostly dormant.

I wondered what else I could do to shake things up, but at the same time I couldn’t dedicate a lot of time to promote the fundraiser, between preparing classes and other commitments. This is a sign of a classic mistake: I didn’t do any planning beforehand. In particular, I was taken by surprise that once went through the BountySource fundraiser signup process, there was no option to set the duration of the campaign (yes, that means I didn’t read the fine print carefully; I guess I just skimmed it to see what was the percentage of their cut — 10%, by the way). It was only when I was up and running that I realized I only had one month to go. With only one month, I’d probably have set a lower goal.

BountySource has since remodeled its site to deemphasize “fundraisers” and focus more on developer teams and “bounties”, which are feature/bugfix requests for which one can set a value but, as I understand, can stay open with no time limit. I think that’s a better model.

An unexpected gift

Things were pretty quiet for a while, when I got a notification from none other than the original author of the Mac fork, AndyA. He got my email early on but could only respond a few weeks later. He apologized about the bug reports that were sent my way (mostly because htop’s segfault handler outputs a message directing the user to report bugs at the main htop website — something that none of the various Mac forks actually changed!) …and was extremely generous to pledge $500 to the fundraiser, which essentially doubled the amount I had raised at that point!

That was really kind of him, and it made me especially happy to know that my porting project had full support from the author of the original Mac fork. With that spur of motivation, I rushed to put to practice an idea I had a few days earlier. I thought of the best way I know to make the userbase of a free software project take notice, which is…

Making a release

htop is a mature piece of software, over ten years old by now. It had been over a year since the last release. There were some new features, bugfixes and performance improvements already sitting in its repository, that I had implemented and merged from contributors over the last year. So, I combed through the bugtracker fixing other pending issues and packed version 1.0.3.

I announced it at the usual places and made a post on /r/linux where it got a quite nice reception. That didn’t translate considerably into pledges, but at that point I didn’t really expect it would shift the fate of the fundraiser.

I even got a comment saying “I do not need a MacOSX version so I donated a few bucks on the regular site”.

What was learned

That comment above sums up a lot of what happened in this fundraiser. My userbase consists of Linux users, not Mac users, so they weren’t really engaged by this project.

Also, there were some fundamental problems with the idea of turning this Mac port into a fundraiser:

  • even though I’m sure there are Mac terminal users out there (according to mentions of “htop on the Mac” on Twitter, and Mac reports in my bug tracker), I had no idea how to reach them in quantity, the way I could reach the Linux userbase.
  • The whole issue with the existing Mac forks is that they crash occasionally (causing a slow but constant stream of bug reports my way). In other words, for most of the users, it works most of the time. Therefore, there is no pressing need to have something done about it.
  • In the end, it’s a project to bring stability and maintainability, two qualities that aren’t really exciting.

With that in mind, I think the fundraiser would have had much better chances if it were aimed at Linux users and proposed cool features, such as

  • Extensible custom meters for the header?
  • Network measurements à la ntop?

Those are things I keep meaning to do at some point, but they require care in their implementation, in order to keep htop focused and lightweight.

What now

Even though the campaign hasn’t reached its funding goal, I think it has been a positive experience and a learning process (and the raised money is surely welcome, especially because there’s a particularly nice feeling in being compensated from developing free software). And at the very least, if I get new Mac bug reports in the future, I can point them to this and say “I tried!”

Aside from the mistakes listed above, I think the main thing I did right was contacting everyone related to the htop-osx fork. Not because the largest donation came from that, but because it opened a positive channel of communication with other developers, which will hopefully be fruitful for the project in the future.

With the current level of funding I will still have to take other freelance jobs this season, so I won’t have the time to produce a full Mac port. But the raised money will be used in sponsoring the development of the platform abstraction layer, which is the first step. Once I isolate the Linux-specific parts, it should be easier for the Mac development community (some of whom I was able to reach out in this project) to contribute a native backend and hopefully we’ll get the situation of htop on the Mac sorted out sooner rather than later.

UPDATE 2014-05-02: The fine folks at Bountysource extended the fundraiser for a few more weeks! Hurry up!

🔗 Migrating my projects from SourceForge+Subversion to Github+Git

It’s been a while that I’ve been using Git comfortably — even though I still get stumped now and then, the workflow is much better than Subversion. I do finer grained commits with ease and I’m no longer afraid of making branches. Still, some projects of mine are still hosted in svn servers, mostly due to inertia and because they’re mostly single-person projects with the occasional patch and bug report but not much collaboration. For a more “social” project such as LuaRocks, git and Github have proven to be very useful tools.

Farewell to SourceForge

This, however, was the push I needed to move my projects away from SourceForge. From gimp.org:

In the past few months, we have received some complaints about the site where the GIMP installers for the Microsoft Windows platforms are hosted.

SourceForge, once a useful and trustworthy place to develop and host FLOSS applications, has faced a problem with the ads they allow on their sites - the green “Download here” buttons that appear on many, many adds leading to all kinds of unwanted utilities have been spotted there as well.

The tipping point was the introduction of their own SourceForge Installer software, which bundles third-party offers with Free Software packages. We do not want to support this kind of behavior, and have thus decided to abandon SourceForge.

From now on, Jernej Simončič, who provides the installer packages, uploads them to our FTP directly, and from there they will be distributed automatically to our mirrors. Please check Downloads page for updated information. http://gimp-win.sourceforge.net will remain active for the time being and direct users to the new download locations.

This saddens me a lot. I’ve been a SourceForge user for over 13 years. Having my first project there with a “.sourceforge.net” URL was a moment of pride; I felt I was becoming a free software developer “for real”, seeing my code there along with all those other projects I relied on daily, such as GIMP.

htop, in particular, has lived a beautiful life in SourceForge:

It blows my mind to think that these are direct downloads of the source code only. I assume the vast majority of users install htop running the distro package manager (apt-get, yum, etc.) but I have absolutely no way to estimate how many times this program has been installed. And that’s not only okay, it’s beautiful: it’s the nature of free software, the actual freedom, at work. There is no tight grip on users from a central authority, the code is roaming free in what is essentially a network of solidarity. I’ve certainly benefited from this network much more than I’ve contributed to it, but I’m happy to give a small part.

Another achievement I’m very proud of: a perfect 5-star rating score for htop. Surely not that many reviews when compared to really big projects, but it’s noteworthy to me at least, and I’m thankful to everyone who rated.

So, thanks for everything SourceForge, but it looks like it’s time to move on.

Say hello to Github, htop

I’ve already got a bunch of projects in Github so this change should not be traumatic.

I’m converting the repositories to Github and moving the website to my own domain. I’ve started with dit, which is a low-profile project, and everything went smoothly. So it’s time to do the same with htop.

The process is straightforward:

  1. Here are the Instructions for importing from Subversion from Github
  2. They recommend using svn2git. It took me a few tries to get the conversion perfect. I recommend taking a look at the generated repository with gitk and creating a file called ~/.svn2git/authors containing aliases matching your svn usernames with Github equivalents.

    My authors file looks like this:

    loderunner = Hisham Muhammad <hisham@gobolinux.org>
    hisham = Hisham Muhammad <hisham@gobolinux.org>
    

    And the command-line for svn2git:

    svn2git svn://svn.code.sf.net/p/htop/code/
    
  3. The next step was to create a new Github repository. I did that through their web interface.
  4. And then, to push the code from the locally generated git repo to Github:
    git remote add origin https://github.com/hishamhm/htop.git
    git push -u origin master
    
  5. Next, I wanted to download the htop website from SourceForge. I usually edited things straight through their shell account, but this got me to an SFTP session in which I could fetch the files:
    sftp loderunner,htop@frs.sf.net

    (By the way, I actually use yafc, which I highly recommend, instead of sftp. Also, as I looked for its URL to post on this paragraph, I just learned that the original yafc 1.1.1 from 2001, which I still use and was hosted in SourceForge and sat there for years without updates, has been taken by a new group of developers who resurrected the project and develop it in Github.)

    The site for htop is really simple so moving it to a new location was a relatively quick process; just needed to grep all references to sf.net and svn, and get my own direct Paypal donation button (to replicate the one I had in SourceForge I used this and this).

  6. Getting the archive of releases was a bit trickier. It’s also in frs.sf.net, but you need to know the correct directory. It doesn’t show up when you log in and ls. You have to cd to it:
    yafc ftp://loderunner@frs.sf.net
    # then, in the sftp session:
    cd /home/frs/project/htop
    get -p -r htop
    

    Now I have an archive of all releases, with their (mostly accurate) historical timestamps!

  7. The final steps are shutting down the sf.net services, such as the bug tracker and the code repository. This can be done easily through their admin interface. I’ve never had any plans to migrate the bug tracker history; this simplifies things (and I don’t even know if it’s possible). I’m not shutting everything down immediately, though: until I make a proper new release and distro maintainers catch up with the new URLs, I’ll keep the download links active there.

    The original website, however, is now gone and replaced with the following:

    <html>
    <head>
    <meta http-equiv="refresh" content="0; url=http://hisham.hm/htop">
    </head>
    </html>
    

    (I did try an .htaccess file, but the sf.net servers kept redirecting to a default page even when I tried to do it via html… thanks to Lynx I realized it was redirecting with a 403 Forbidden error, so I removed the .htaccess file and things worked as expected.)

  8. Still TODO: migrate the htop-general mailing list.

One criticism I’ve had of Github in the past was that it did not promote a culture of making proper releases like SourceForge always did, but that has improved in recent years. Github now has a “releases” feature which, while not perfect, does the job in many cases. I’m not sure if I’ll use it, since I prefer to make the tarballs for htop using the make dist feature from GNU Autotools. I hope to cause as little disruption as possible to the distro maintainers and I want to keep my packages looking the same.

The big test for the new setup will be the next release, which I hope to make in time for htop’s tenth anniversary(!), in the coming months. It is quite fitting that htop presents its new home in such a special occasion!

🔗 Merging a Git feature branch that was already published on Github

Today I had a Git dillema, which I posted about on Twitter:

git help! I’ve got two local branches (X and master) and their remote counterparts in github. What’s the right way to merge X into master?

Here’s the situation in more detail: I had a “feature branch” for the new luarocks doc command, and I published it on Github to get some feedback. So, at that point I had four branches: in my machine I had master and luarocks-doc. But I also had master and luarocks-doc in github as well. I’ve been pushing master into origin/master and luarocks-doc into origin/luarocks-doc… I thought about doing a straightforward local merge but history could get messy and people would complain I didn’t do it right.

Alexander Gladysh came to the rescue, with the following sequence, which he listed to me through IM and worked flawlessly:

git fetch
git checkout master
git merge --ff-only origin/master
git checkout luarocks-doc
git merge --ff-only origin/luarocks-doc
git rebase master
git checkout master
git merge --ff-only luarocks-doc
git push origin master

As he said, “then you want to either update or delete luarocks-doc in the origin”:

To update:

git push -f origin luarocks-doc

To delete:

git push origin :luarocks-doc

The –ff-only flag tells merge not to perform incomplete merges (as it happened to me so often!) so it only runs it if the command would perform its task completely.

Alexander also gave me some links to material on Git workflow models, which I’ll be sure to read:

Hope that helps you as Alexander helped me. Sharing it forward!

🔗 How to write Lua modules in a post-module() world

Our beloved function module() is really going away. As of Lua 5.2 it’s only available with compatibility flags on, and the writing’s on the wall: it is going away for good in Lua 5.3. So, in a new Lua project I wrote this past semester, I decided to write it without using module(), while making sure my code runs on both Lua 5.1 and 5.2 (as a side result, I started the compat52 project, which allows you to write code in a well-behaved Lua 5.2 style and make it run on both 5.1 and 5.2).

So, why I liked module() in the first place? While vilified by some, I think the pros of module() largely trumped its cons. It had indeed some nice properties:

  • It provided much-needed policy for interoperability between modules - for the first time people were mostly writing Lua modules the same way and they worked with each other
  • It encouraged documenting the module name in its argument, which is especially useful in a world without clearly defined path policies. One would often find out where to put the module by looking at its name. Nevermind the ill-advised suggestion of writing module(...) “so that you can name the module whatever you want” — users of a module must agree on a name so that all other modules that need it can call require() properly!
  • It pushed modules that return a table through require() — while Lua’s mechanisms for modules were too lax and resulted in spilling globals too often, consistent use of module() meant that you could rely on writing local foo = require("foo"), which is “environmentally” clean idiom, albeit a bit repetitive.
  • You could nicely tell visibility through syntax: private functions declared with local function, public functions with function.
  • Apart from the awkward package.seeall argument, use of module() was pretty-much boilerplate-free (I hate repetition in code, from the ugly local print = print idioms in Lua to the redundancy of .h and .c files in C).

So, how to try to retain some of these properties without module()? The solution I found was to adopt some bits of policy, which I list below.

Yes, bits of policy. I know many in the Lua world hate policies, but of course I’m not putting a gun against anyone’s head to follow them. I’m only sharing what works for me and hopefully you may find some use. And don’t worry it’s nothing too esoteric, and it’s mostly cherry-picking some established practices.

Starting from the outside in

Keeping in mind that the goal of a module is to be required by client code, this is how a module foo.bar will be used:

local bar = require("foo.bar") -- requiring the module

bar.say("hello") -- using the module

An interesting observation here is that although we have a hierarchical structure of modules, the practice of loading them into locals means that in use they have to be accomodated in a flat namespace. So here’s Policy Bit #1:

Policy Bit #1: always require a module into a local named after the last component of the module’s full name.

Don’t do stuff such as local skt = require("socket") — code is much harder to read if we have to keep going back to the top to check how you chose to call a module.

Naming modules

Now that you know that your module will end up in people’s locals, please take that into consideration when naming your module. (I wish we had a capitalization policy to separate that nicely, but naming things LikeThis in Lua tends to be used only for object-oriented code.)

The idea is to choose a name that strikes a balance between convenience and uniqueness, and that is usable. And what better way to achieve this other than using this name. So, here’s Policy Bit #2, let’s use the module name in its declaration!

Policy Bit #2: start a module by declaring its table using the same all-lowercase local name that will be used to require it.

So, in the beginning of module foo.bar (which will live in foo/bar.lua), we begin with:

local bar = {}

It’s not a nice self-documenting header as we used to have with module("foo.bar", package.seall), but it’s something. We can improve that with LDoc comments:

--- @module foo.bar
local bar = {}

Don’t name your module something like “size”.

Declaring functions

When I’m scrolling through source code, I like to be able to tell what’s the sphere of influence of the piece of code I’m looking at. Is this a tiny helper function that’s only used below this line in this file? Is it an important function that’s used by other clients, so that an added or removed argument would mean API breakage? Ideally I like to be able to tell that without running back and forth in the code, so I really like visibility to be explicit in the syntax.

We must not declare global functions (or globals of any type, really!) in our modules, so using “globals vs. locals” to tell the difference won’t cut it. We have some alternatives, though. But first, let’s assert one thing:

Policy Bit #3: Use local function to declare local functions only: that is, functions that won’t be accessible from outside the module.

That is, local function helper_foo() means that helper_foo is really local.

This sounds obvious, but there are advocates of declaring all functions, public and private, as local functions and then writing an “export list” at the bottom of the module. Reading code written like this feels to me like a thriller with a twist ending: “haha, I was a public function all along!”

How to write public functions then? We must not declare global functions, but there are alternatives. Say we’re writing a function that will be used in client code as bar.say("hello"). It’s nice that we can declare it just like that:

function bar.say(greeting)
   print(greeting)
end

Policy Bit #4: public functions are declared in the module table, with dot syntax.

Visibility is made explicit through syntax. This is the same idea advocated by those who tell you to name your module tables “M”, except that you’re eating your own dogfood and using the name you expect your users to use. It’s also more consistent, since calls of say() are written bar.say() everywhere, instead of say(), M.say(), etc. (Also, “M.” looks really really ugly and people can’t decide if they want to use “M” or “_M”.)

In case you have speed concerns about having your calls go through the module table: first, this is what your users will go through; second, this is no different than using colon-syntax and dispatching through self and nobody complains about that; third, if you really need it (and have a benchmarked case for it), sure go ahead and make locals for optimization clearly marked as such; fourth, if you’re really after speed you’re probably using LuaJIT and last I heard the value of caching functions into locals is put into question there.

Classes and objects

When talking about classes and objects, it’s then time to talk about things named LikeThis. (If you don’t do OOP, feel free to skip this section!)

As we did above, let’s start look from the outside in: how to instantiate an object. There are two common practices (oh why I am not surprised :( )… you either make a class table with a “new” method, or make the “class object” callable (as a function or a table with a __call metamethod — wait, that makes it three practices…)

local myset1 = Set.new() -- style 1
local myset2 = Set() -- style 2.1 (set is a function)
local myset3 = Set() -- style 2.2 (set is a table)

If your module represents a class, I tend to like style 1 better because:

  • it keeps the invariant that modules are tables
  • it’s easy to store “static” methods as the other functions of the table
  • it’s less magic — I often run modules through for k,v in pairs(bar) do print(k,v) end in the interactive prompt to get a quick look of what they export.
  • it just screams “I’m creating an object”

If all your module does is define a class, I guess it makes sense to name the module file MyClass.lua and have the class table be the module table. But I prefer not to do that, because often what we store as “static” class methods in purely OOP languages are really module functions. I still use the uppercase table when implementing the class, like this:

--- @module myproject.myclass
local myclass = {}

-- class table
local MyClass = {}

function MyClass:some_method()
   -- code
end

function MyClass:another_one()
   self:some_method()
   -- more code
end

function myclass.new()
   local self = {}
   setmetatable(self, { __index = MyClass })
   return self
end

return myclass

It’s easy to see in the code above that the functions with MyClass in their signature are methods. Sometimes it’s nice to declare the functions as fields inside the table declaration, but declaring methods separately as in the example above allows you to keep local helper functions closer to where they’re used.

If all the module does is declare the class, the class and module table may be one and the same. If you want to use style 2, we get something like this:

--- @module myproject.MyClass
local MyClass = {}

function MyClass:some_method()
   -- code
end

function MyClass:another_one()
   self:some_method()
   -- more code
end

local metatable = {
   __call = function()
      local self = {}
      setmetatable(self, { __index = MyClass })
      return self
   end
}
setmetatable(MyClass, metatable)

return MyClass

Both methods are acceptable, as long as it’s easy and obvious to tell you’re doing OOP:

Policy Bit #5: construct a table for your class and name it LikeThis so we know your table is a class.

Policy Bit #6: functions that are supposed to be used as object methods should be clearly marked as such, and the colon syntax is a great way to do it.

Don’t make people reading your function have to guess (or look up) if it is a method, a public module function or a local function.

Wrapping up

Return the module table. It’s a bit of boilerplate, but it’s what we have to deal with in a module()less world:

return bar

Policy Bit #7: do not set any globals in your module and always return a table in the end.

To sum it all up, a complete module foo.bar would look like this:

--- @module foo.bar
local bar = {}

local function happy_greet(greeting)
   print(greeting.."!!!! :-D")
end

function bar.say(greeting)
   happy_greet(greeting)
end

return bar

The result is that we type a bit more than we did with module(), and we risk polluting the global namespace if we’re not careful, but with this set of policies, we have:

  • fairly self-documented code
  • visibility rules readable through syntax
  • modules that predictably return tables
  • as much consistency and as little boilerplate as possible

…which mostly matches what I liked about module(), to the extent that can be done without _ENV tricks.

I’ve been using these policies successfully in a university project, and my plan is to follow them when I update the LuaRocks codebase to drop the use of module(). Consider your self encouraged to adopt some or hopefully all of them, but most importantly, whatever you do, be consistent! Good luck in this brave post-module() world!

🔗 Java: if you have trouble declaring a static hashmap…

Java (as of version 6, aka 1.6) does not allow you to declare a static HashMap as conveniently as an array. Still, you have the alternative of using a static block in your class to add fields. Take this example:

import java.util.HashMap;

public class StaticHashMapTest {
	private final static HashMap constants = new HashMap();
	static
	{
		constants.put("A", "The Letter A");
		constants.put("B", "The Letter B");
		constants.put("C", "The Letter C");
	}
	/* Rest of your class that needs to know the consts */
}

This works fine. But then you want to map something a little more complex than a string to another string. And I don't mean something very complex... just, say, a string to a string and an integer (yes, you'd like to use some kind of "pair object", but it looks like Java does not have it).

So you go and try to do things The Java Way (tm) and create a tiny class just to hold your two values:

import java.util.HashMap;

public class StaticHashMapTest {

	private class Pair {
		final String name;
		final int number;
		public Pair(String name, int number) {
			this.name = name;
			this.number = number;
		}
	}

	private final static HashMap constants = new HashMap();
	static
	{
		constants.put("A", new Pair("The Letter A", 123));
		constants.put("B", new Pair("The Letter B", 456));
		constants.put("C", new Pair("The Letter C", 789));
	}
	/* Rest of your class that needs to know the consts */
}

This should suffice, right? I even made the Pair class private to my class, to ensure good information hiding (that's what Java is all about, right?). Turns out this fails to compile:

StaticHashMapTest.java:18: non-static variable this cannot be referenced from a static context
      constants.put("A", new Pair("The Letter A", 123));
                         ^
StaticHashMapTest.java:19: non-static variable this cannot be referenced from a static context
      constants.put("B", new Pair("The Letter B", 456));
                         ^
StaticHashMapTest.java:20: non-static variable this cannot be referenced from a static context
      constants.put("C", new Pair("The Letter C", 789));
                         ^
3 errors

The error messages say that my "new" operators are failing due to the use of the "this" variable, which is not there at all! But hey, we can call "new" from a static context, can't we? We just did that when declaring the HashMap itself.

It turns out that the problem is that we're using an inner class. Objects from inner classes hold a "this" reference to their parent object (yes, as in myInnerObject.this.myParentAttribute... go figure), hence the trouble with the implicit "this" reference.

You have to make it a static inner class, which means it doesn't know anything about the enclosing class. Yes, that's yet another meaning for the word "static" in programming. Due to this peculiar meaning, inner classes are the only context where you can use the "static" qualifier to a class declaration in Java.

This, therefore, works:

import java.util.HashMap;

public class StaticHashMapTest {

	private static class Pair {
		final String name;
		final int number;
		public Pair(String name, int number) {
			this.name = name;
			this.number = number;
		}
	}
	private final static HashMap constants = new HashMap();
	static
	{
		constants.put("A", new Pair("The Letter A", 123));
		constants.put("B", new Pair("The Letter B", 456));
		constants.put("C", new Pair("The Letter C", 789));
	}
	/* Rest of your class that needs to know the consts */
}

And that's Java for you.


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