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state - behavioral design pattern - bibliothèque pour MetaTrader 5
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- 2020.11.25 07:24
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//+------------------------------------------------------------------+ //| State.mq5 | //| 2019-2020, dimitri pecheritsa | //| 792112@gmail.com | //+------------------------------------------------------------------+ // // state - behavioral design pattern // // from: design patterns: elements of reusable object-oriented software // by gof: erich gamma, richard helm, ralph johnson, john vlissides // published in 1994 // // intent // // allow an object to alter its behavior when its internal state changes. //the object will appear to change its class // // applicability // // an object's behavior depends on its state, and it must change its //behavior at run-time depending on that state // operations have large, multipart conditional statements that depend //on the object's state. this state is usually represented by one or more //enumerated constants. often, several operations will contain this same //conditional structure. the state pattern puts each branch of the conditional //in a separate class. this lets you treat the object's state as an object //in its own right that can vary independently from other objects // // structure // // state // |Context |o------------------>|State | // |---------------| |--------| // |Request() | |Handle()| // | state.Handle()| | // +--------------------+--- - - - - // | | // |ConcreteStateA| |ConcreteStateB| // |--------------| |--------------| // |Handle() | |Handle() | // // participants // // context // defines the interface of interest to clients // maintains an instance of a concrete state subclass that defines //the current state // state // defines an interface for encapsulating the behavior associated //with a particular state of the context // concrete state subclasses // each subclass implements a behavior associated with a state of //the context // // collaborations // // context delegates state-specific requests to the current concrete //state object // a context may pass itself as an argument to the state object handling //the request. this lets the state object access the context if necessary // context is the primary interface for clients. clients can configure //a context with state objects. once a context is configured, its clients //don't have to deal with the state objects directly // either context or the concrete state subclasses can decide which //state succeeds another and under what circumstances //+------------------------------------------------------------------+ //| client | //+------------------------------------------------------------------+ #include <Mqh\Patterns\State\State.mqh> #include <Mqh\Patterns\State\Context.mqh> #include <Mqh\Patterns\State\ConcreteStateA.mqh> #include <Mqh\Patterns\State\ConcreteStateB.mqh> void OnStart(void) { Context context(new ConcreteStateA); context.Request(); context.Request(); } // output // // context is requesting its state 2097152 which will handle this context // concrete state a (2097152) is handling context and changing the context state // context state changed to: 3145728 // context is requesting its state 3145728 which will handle this context // concrete state b (3145728) is handling context and changing the context state // context state changed to: 4194304 // // consequences // // it localizes state-specific behavior and partitions behavior for //different states // it makes state transitions explicit // state objects can be shared // // implementation // // who defines the state transitions? // a table-based alternative // creating and destroying state objects // using dynamic inheritance // // related patterns // // flyweight pattern explains when and how state objects can be shared // state objects are often singletons // //+------------------------------------------------------------------+
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