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Komut dosyasını beğendiniz mi? MetaTrader 5 terminalinde deneyin
- Görüntülemeler:
- 2616
- Derecelendirme:
- Yayınlandı:
- 2020.09.09 07:21
- Güncellendi:
- 2020.09.09 08:05
-
Bu koda dayalı bir robota veya göstergeye mi ihtiyacınız var? Freelance üzerinden sipariş edin Freelance'e git
//+------------------------------------------------------------------+ //| Decorator.mqh | //| 2019-2020, dimitri pecheritsa | //| 792112@gmail.com | //+------------------------------------------------------------------+ //| decorator < structural design pattern | //+------------------------------------------------------------------+ // design patterns: elements of reusable object-oriented software // gof > erich gamma, richard helm, ralph johnson, john vlissides // published in 1994 //+------------------------------------------------------------------+ //| intent | //+------------------------------------------------------------------+ // attach — additional responsibilities — to an object dynamically // provide — flexible alternative to subclassing — for extending // functionality //+------------------------------------------------------------------+ //| benefits | //+------------------------------------------------------------------+ // variable aspect > responsibilities of an object without subclassing // code refactoring // inability to alter classes conveniently > also > adapter, visitor // extending functionality by subclassing // solution > composition/delegation for combining behavior // also > bridge, chain of responsibility, composite, // observer, strategy //+------------------------------------------------------------------+ //| applicability | //+------------------------------------------------------------------+ // add responsibilities — to individual objects — // dynamically and transparently — without affecting other objects // for responsibilities that can be withdrawn // when extension by subclassing is impractical // sometimes a large number of independent extensions are possible // and would produce an explosion of subclasses to support // every combination // or a class definition may be hidden // or otherwise unavailable for subclassing //+------------------------------------------------------------------+ //| structure | //+------------------------------------------------------------------+ // // | Component |<------------------------------+ // |-----------| | // |Operation()| | // ^ | // | | // +-----------+-------------+ | // | | component | // |ConcreteComponent| | Decorator |-----------+ // |-----------------| |-----------------------| // |Operation() | |Operation() | // | component.Operation()| // ^ // | // +-------------+----------+ // | | // |ConcreteDecoratorA| | ConcreteDecoratorB | // |------------------| |-----------------------| // |Operation() | |Operation() | // |------------------| | Decorator::Operation()| // |added_state | | AddedBehavior() | // |AddedBehavior() | // #include <SRC\Patterns\PatternOrganizer.mqh> namespace Decorator { //+------------------------------------------------------------------+ //| participants > component | //+------------------------------------------------------------------+ class Component // defines — interface for objects // can have responsibilities added to them dynamically { public: virtual void Operation(void)=0; }; //+------------------------------------------------------------------+ //| participants > decorator | //+------------------------------------------------------------------+ class Decorator:public Component // maintains — reference to a component object // defines — interface — conforms to component's interface { public: Component* component; void Operation(void); }; //+------------------------------------------------------------------+ //| participants > decorator | //+------------------------------------------------------------------+ void Decorator::Operation(void) { if(CheckPointer(component)>0) { component.Operation(); } } //+------------------------------------------------------------------+ //| participants > concrete component | //+------------------------------------------------------------------+ class ConcreteComponent:public Component // defines — object — to which additional responsibilities can be attached { public: void Operation(void); }; //+------------------------------------------------------------------+ //| participants > concrete component | //+------------------------------------------------------------------+ void ConcreteComponent::Operation(void) { Print("concrete operation"); } //+------------------------------------------------------------------+ //| participants > concrete decorator | //+------------------------------------------------------------------+ // adds responsibilities to the component //+------------------------------------------------------------------+ //| participants > concrete decorator > a | //+------------------------------------------------------------------+ class ConcreteDecoratorA:public Decorator { protected: string added_state; public: ConcreteDecoratorA(void); void Operation(void); }; //+------------------------------------------------------------------+ //| participants > concrete decorator > a | //+------------------------------------------------------------------+ ConcreteDecoratorA::ConcreteDecoratorA(void): added_state("added state") { } //+------------------------------------------------------------------+ //| participants > concrete decorator > a | //+------------------------------------------------------------------+ void ConcreteDecoratorA::Operation(void) { Decorator::Operation(); Print(added_state); } //+------------------------------------------------------------------+ //| participants > concrete decorator > b | //+------------------------------------------------------------------+ class ConcreteDecoratorB:public Decorator { public: void AddedBehavior(void); void Operation(void); }; //+------------------------------------------------------------------+ //| participants > concrete decorator > b | //+------------------------------------------------------------------+ void ConcreteDecoratorB::AddedBehavior(void) { Print("added behavior"); } //+------------------------------------------------------------------+ //| participants > concrete decorator > b | //+------------------------------------------------------------------+ void ConcreteDecoratorB::Operation(void) { Decorator::Operation(); AddedBehavior(); } //+------------------------------------------------------------------+ //| participants > client | //+------------------------------------------------------------------+ class Client:public ClientExample { public: string Output(void); void Run(void); }; string Client::Output(void) {return __FUNCTION__;} //+------------------------------------------------------------------+ //| collaborations | //+------------------------------------------------------------------+ void Client::Run(void) // decorator // forwards — requests — to its component object // it may optionally perform — additional operations before and // after forwarding the request { Component* component=new ConcreteComponent(); Decorator* decorator_a=new ConcreteDecoratorA(); Decorator* decorator_b=new ConcreteDecoratorB(); decorator_a.component=component; decorator_b.component=decorator_a; decorator_b.Operation(); //--- delete component; delete decorator_a; delete decorator_b; } } //+------------------------------------------------------------------+ //| output | //+------------------------------------------------------------------+ // Decorator::Client::Output // concrete operation // added state // added behavior //+------------------------------------------------------------------+ //| consequences | //+------------------------------------------------------------------+ // more flexibility than static inheritance // responsibilities can be added and removed at run-time // simply by attaching and detaching them // easy to add a property twice // avoids feature-laden classes high up in the hierarchy // add functionality incrementally // define — new decorators independently // from the classes of objects they extend // even for unforeseen extensions // a decorator and its component aren't identical // lots of little objects //+------------------------------------------------------------------+ //| implementation | //+------------------------------------------------------------------+ // interface conformance > decorator-component // omitting the abstract decorator class — if single responsibility // keeping components lightweight // changing the skin of an object versus changing its guts > strategy //+------------------------------------------------------------------+ //| related patterns | //+------------------------------------------------------------------+ // adapter > will give an object a completely — new interface // decorator > changes object's responsibilities, not its interface // composite // decorator — is a degenerate composite with only one component — // not intended for object aggregation // strategy > change the guts of an object // decorator > change the skin of an object //+------------------------------------------------------------------+
![Peter Panel 1.0](https://c.mql5.com/i/code/expert.png)
Trading panel that allows user to define levels of trade by simply dragging lines.
![Strategy - Set And Forget (with anti-Martingale system)](https://c.mql5.com/i/code/script.png)
This strategy is the well known set & forget accompanied by the anti-martingale system. It is very useful if you are very busy in which you don't have time, you want to trade the London session while you are sleeping in USA, etc.
![Strategy - Set And Forget (with Martingale system)](https://c.mql5.com/i/code/script.png)
This strategy is the well known set & forget accompanied by the martingale system. It is very useful if you are very busy in which you don't have time, you want to trade the London session while you are sleeping in USA, etc.
![Bulk Information 1.0](https://c.mql5.com/i/code/script.png)
This script displays useful information.