libevent: some questions about event priority and `event_priority_set()` - network-programming

I have some questions on libevent event priority
1 what is the priority number range?
2 in the mannual, it says By default, libevent assigns the middle priority to all events unless their priority is explicitly set. so what is the exact default priority number?
3 when priority is higher, the number is smaller or larger?
4 There are two functions which are related to event priority in libevent.
event_priority_init() and event_priority_set, what are the differences between them?
5 what are return values for event_priority_set(struct event *ev, int pri)? I notice an article says something like: when an event is ready, it can't be set and calling of this function returns -1. I really don't understand what does this mean? can anyone explain a bit? thanks!
6 can I modify event priority after it is registered. For example, at the beginning, I set the priority to 10, later I set it to 5, then I set it to 10, blalba
BTW: currently, my
base = event_init();
event_base_priority_init(base, 4);
event_set(ev, sockfd, EV_READ, callback, arg);
event_base_set(base, ev);
event_add(ev, NULL);
event_priority_set(&ev, 2);
.....
// set and add some other events
....
event_base_dispatch(base);
it runs without errors, but I don't know whether the place of event_priority_set(&ev, 2) is correct or not, so I don't know whether the priority is set or not.

Nothing here you won't find the answer to in the great book written by Nick :
http://www.wangafu.net/~nickm/libevent-book/Ref4_event.html
1/ You set the range by calling event_base_priority_init().
2/ If you don't set the priority, " the default is the number of queues in the event base, divided by 2."
3/ The lower number is the higher priority.
4/ You should use event_base_priority_init() instead of event_priority_init() which is deprecated. event_base_priority_init() set the number of priority for the base, while event_priority_set() set the priority for an event.
5/ You can't use event_priority_set() on an already added to the event loop (event_add()).
6/ You need to remove it from the event loop with event_del() first.

Related

why mql4 show error 130 when we use Stoploss in OrderSend function

I am trying to create a EA in mql4, but in OrderSend function, when i use some value instead of zero it show ordersend error 130. Please help to solve this problem
Code line is
int order = OrderSend("XAUUSD",OP_SELL,0.01,Bid,3,Bid+20*0.01,tp,"",0,0,Red);
error number 130 means Invalid stops.
so that means there is a problem with the stops you set with the ordersend function.
I suggest you set it like that:
int order = OrderSend("XAUUSD",OP_SELL,0.01,Bid,3,Bid+20*Point,tp,"",0,0,Red);
so you could use Point instead of hard coding it.
and to check what is the error number means. I think you could refer to: https://book.mql4.com/appendix/errors
You should know that there exists a minimum Stop Loss Size (mSLS) given in pips. "mSLS" changes with the currency and broker. So, you need to put in the OnInit() procedure of your EA a variable to get it:
int mSLS = MarketInfo(symbol,MODE_STOPLEVEL);
The distance (in pips) from your Order Open Price (OOP) and the Stop-Loss Price (SLP) can not be smaller than mSLS value.
I will try to explain a general algorithm I use for opening orders in my EAs, and then apply the constrain on Stop-Loss level (at step 3):
Step 1. I introduce a flag (f) for the type of operation I will open, being:
f = 1 for Buy, and
f = -1 for Sell
You know that there are mql4 constants OP_SELL=1 and OP_BUY=0 (https://docs.mql4.com/constants/tradingconstants/orderproperties).
Once I have defined f, I set my operation type variable to
int OP_TYPE = int(0.5((1+f)*OP_BUY+(1-f)*OP_SELL));
that takes value OP_TYPE=OP_BUY when f=1, while OP_TYPE=OP_SELL when f=-1.
NOTE: Regarding the color of the orders I put them in an array
color COL[2]= {clrBlue,clrRed};
then, having OP_TYPE, I set
color COLOR=COL[OP_TYPE];
Step 2. Similarly, I set the Order Open Price as
double OOP = int(0.5*((1+f)*Ask+(1-f)*Bid));
which takes value OOP=Ask when f=1, while OOP=Bid when f=-1.
Step 3. Then, given my desired Stop Loss in pips (an external POSITIVE parameter of my EA, I named sl) I make sure that sl > SLS. In other words, I check
if (sl <= mSLS) // I set my sl as the minimum allowed
{
sl = 1 + mSLS;
}
Step 4. Then I calculate the Stop-Loss Price of the order as
double SLP = OOP - f * sl * Point;
Step 5. Given my desired Take Profit in pips (an external POSITIVE parameter of my EA, I named tp) I calculate the Take-Profit Price (TPP) of the order as
double TPP = OOP + f * tp * Point;
OBSERVATION: I can not affirm, but, according to mql4 documentation, the minimum distance rule between the stop-loss limit prices and the open price also applies to the take profit limit price. In this case, a "tp" check-up needs to be done, similar to that of the sl check-up, above. that is, before calculating TPP it must be executed the control lines below
if (tp <= mSLS) // I set my tp as the minimum allowed
{
tp = 1 + mSLS;
}
Step 5. I call for order opening with a given lot size (ls) and slippage (slip) on the operating currency pair (from where I get the Ask and Bid values)
float ls = 0.01;
int slip = 3; //(pips)
int order = OrderSend(Symbol(),OP_TYPE,ls,OOP,slip,SLP,TPP,"",0,0,COLOR);
Note that with these few lines it is easy to build a function that opens orders of any type under your command, in any currency pair you are operating, without receiving error message 130, passing to the function only 3 parameters: f, sl and tp.
It is worth including in the test phase of your EA a warning when the sl is corrected for being less than the allowed, this will allow you to increase its value so that it does not violate the stop-loss minimum value rule, while you have more control about the risk of its operations. Remember that the "sl" parameter defines how much you will lose if the order fails because the asset price ended up varying too much in the opposite direction to what was expected.
I hope I could help!
Whilst the other two answers are not necessarily wrong (and I will not go over the ground they have already covered), for completeness of answers, they fail to mention that for some brokers (specifically ECN brokers) you must open your order first, without setting a stop loss or take profit. Once the order is opened, use OrderModify() to set you stop loss and/or take profit.

How to create a dummy variable

I'm working in a project that uses the IBM SPSS but I had some problems to set a dummy variable(binary variable).The process to get the variable is following : Consider an any variable(width for example), to get the dummy variable, we need
to sort this variable in the decreasing way; The next step is make a somatory of the cases until a limit, the cases before the limit receive the value 1 in the dummy variable the other values receive 0.
Your explanation is rather vague. And the critical value you give in the printscreen should be 2.009 in stead of 20.09?
But I think you mean the following.
When using syntax, use:
compute newdummyvariable eq (ABr gt 2.009477106).
To check if it's okay:
fre newdummyvariable.
UPDATE:
In order to compute a dummy based on the cumulative sum, the answer is as follows:
If your critical value is predetermined, the fastest way is to sort in decending order, and to use the command create with csum() to compute an extra variable which I called ABr_cumul. This one, you use to compute the newdummyvariable. As follows:
sort cases by ABr (d).
create ABr_cumul = csum(VAR00001).
compute newdummyvariable = (ABr_cumul le 20.094771061766488).
fre newdummyvariable.
the dummy comes from the sum of all cases, after decreasing order raqueados when cases of a variable representing 50% of the variable t0tal, these cases receive 1 and the other 0 ...

Can't modify loop-variable in lua [duplicate]

This question already has answers here:
Lua for loop reduce i? Weird behavior [duplicate]
(3 answers)
Closed 7 years ago.
im trying this in lua:
for i = 1, 10,1 do
print(i)
i = i+2
end
I would expect the following output:
1,4,7,10
However, it seems like i is getting not affected, so it gives me:
1,2,3,4,5,6,7,8,9,10
Can someone tell my a bit about the background concept and what is the right way to modify the counter variable?
As Colonel Thirty Two said, there is no way to modify a loop variable in Lua. Or rather more to the point, the loop counter in Lua is hidden from you. The variable i in your case is merely a copy of the counter's current value. So changing it does nothing; it will be overwritten by the actual hidden counter every time the loop cycles.
When you write a for loop in Lua, it always means exactly what it says. This is good, since it makes it abundantly clear when you're doing looping over a fixed sequence (whether a count or a set of data) and when you're doing something more complicated.
for is for fixed loops; if you want dynamic looping, you must use a while loop. That way, the reader of the code is aware that looping is not fixed; that it's under your control.
When using a Numeric for loop, you can change the increment by the third value, in your example you set it to 1.
To see what I mean:
for i = 1,10,3 do
print(i)
end
However this isn't always a practical solution, because often times you'll only want to modify the loop variable under specific conditions. When you wish to do this, you can use a while loop (or if you want your code to run at least once, a repeat loop):
local i = 1
while i < 10 do
print(i)
i = i + 1
end
Using a while loop you have full control over the condition, and any variables (be they global or upvalues).
All answers / comments so far only suggested while loops; here's two more ways of working around this problem:
If you always have the same step size, which just isn't 1, you can explicitly give the step size as in for i =start,end,stepdo … end, e.g. for i = 1, 10, 3 do … or for i = 10, 1, -1 do …. If you need varying step sizes, that won't work.
A "problem" with while-loops is that you always have to manually increment your counter and forgetting this in a sub-branch easily leads to infinite loops. I've seen the following pattern a few times:
local diff = 0
for i = 1, n do
i = i+diff
if i > n then break end
-- code here
-- and to change i for the next round, do something like
if some_condition then
diff = diff + 1 -- skip 1 forward
end
end
This way, you cannot forget incrementing i, and you still have the adjusted i available in your code. The deltas are also kept in a separate variable, so scanning this for bugs is relatively easy. (i autoincrements so must work, any assignment to i below the loop body's first line is an error, check whether you are/n't assigning diff, check branches, …)

How to calculate RPG Level Progression as percentage

I'm designing an RPG game where a user may accumulate experience points (XP) and level up, based on XP. Calculating the current level is trivial; if else seems to be most efficent.
I would like to calculate percent of progression for the current level. Based on the assumption that I have 10 levels, where each level is capped at a somewhat exponential value:
typedef NS_ENUM(NSInteger, RPGLevelCap) {
RPGLevelCap1=499,
RPGLevelCap2=1249,
RPGLevelCap3=2249,
RPGLevelCap4=3499,
RPGLevelCap5=4999,
RPGLevelCap6=6999,
RPGLevelCap7=9999,
RPGLevelCap8=14999,
RPGLevelCap9=19999,
RPGLevelCap10=19999 // Anything beyond previous level is Lvl 10; display as 100%
};
What's an efficient, yet easily understandable way, to calculate a user's level progression based on their current level?
An if else statement is both hard to understand and maintain, but may be fairly efficient:
float levelProgression=0;
// Calculate level progression as a fraction of 1
if(xp <= RPGLevelCap1)
{
levelProgression = ((float)xp / RPGLevelCap1);
}
else if (xp <=RPGLevelCap2)
{
levelProgression = ((float)(xp-RPGLevelCap1) / (RPGLevelCap2-RPGLevelCap1));
}
else if (xp <=RPGLevelCap3)
{
levelProgression = ((float)(xp-RPGLevelCap2) / (RPGLevelCap3-RPGLevelCap2));
}
...
else if (xp>RPGLevelCap10)
{
levelProgression = 1;
}
Given that the level caps are inconsistent...how should I handle this problem?
Hmm. A simple way would be to store the level cap values in an array. Find the player's current level based on the largest value it's less than. (level one is 0 to 499, level two is 500 to 1249, etc.) Use a loop to find the user's level rather than a set of if/else statements.
Then calculate the range of the player's current level, (end_of_range - start_of_range)
0 - 499 = 499
500 - 1249 = 749,
etc.
If a player is at 600 points, he's a level 2 character, in the 500-1249 range.
He's at 600-500 or 100 points into the range. (600-500)/749*100 is the player's percent complete in that range. 13.35% complete, in this example.
There are a few ways you can approach this. My weapon of choice here is to embody the XP values within the concept of LevelData versus using an enum, array of XP values, etc. The benefit of something like this is that for each level, you'll typically have many configurable values (for example level based multipliers) based on level. This way they are all in once place.
In your LevelData, there are different ways you can encode XP. These range from the XP total for the next level, or the beginning and end XP total for the next level. Obviously there are other permutations of this.
I usually use the later, mainly because it prevents me from having to "know" the LevelData for the previous level.
So I would typically have this in JSON
{
"levelData": [
{
"levelStartXP": "0",
"levelUpXP": "250",
"levelUpBonus": 0
},
{
"levelStartXP": "250",
"levelUpXP": "1000",
"levelUpBonus": 50
},
{
"levelStartXP": "1000",
"levelUpXP": "2500",
"levelUpBonus": 100
},
]
}
This is just a boring example. I then of course have a LevelData class which is embodies each level. I also have a LevelDataManager. That manager is used to vend out information per level. Having convenience methods help. For examples, good ones to have are:
- (NSInteger)levelWithXP:(NSInteger)xp; // for a given XP, give me the appropriate level
- (LevelData *)levelDataWithXP:(NSInteger)xp; //for a given XP, give me the appropriate LevelData
- (LevelData *)levelDataWithLevel:(NSInteger)level; // for a given level, give me the appropriate LevelData
- (NSInteger)levelUpXPForLevel:(NSInteger)level; // for a given level, give me the XP value needed for the next level)
I just arbitrarily used NSInteger, use the appropriate data type for your case.
Just what you want to support is really up to you.
The gist of the whole thing is try not to store individual level components. Rather aggregate them in LevelData or some other collection, so you have all the info per level at your disposal and create some form of manager/interface to get you the information you need.
So back to you your question. Let's say we have a class for LevelData (assume it is using the JSON above, and those fields are represented by properties) and a LevelDataManager instance called theLevelDataMgr, you could compute the % based on something like:
LevelData *levelData = [theLevelDataMgr levelDataWithLevel:currLevel]; // currLevel is the current level
float xpDiffInLevel = levelData.levelUpXP - levelStartXP;
float xpInLevel = currXP - levelStartXP; // currXP is the current XP of the user
float pctOfXP = xpInLevel / xpDiffInLevel; // You should add divide by zero check
And yes, if you wanted, you could have the LevelData class contain a method to do this calculation for you to help encapsulate it even better.
Code isn't tested and is listed to just give you a better idea on how to do it. Also, how you decide to store your XP for each level dictates how this would work. This code is based on the method I usually use.

naughty notifications with long messages

Is there a way to bypass the character limit of naughty's notification messages? I don't know what that limit is, but they seem to be getting truncated after a certain length. I'm using orglendar and it summarizes my google calendar events in one message/pane, which is very convenient.
Problem is if I have more than 4 or so events, they tend to get too long and get cut off. The resulting message ends up being somewhat unreadable due to incorrect parsing because of truncated </span> tags.
Alternatively, since notification messages probably weren't designed for long lists like this to begin with, is there an alternative widget that I could modify orglendar to use instead?
Looking at the orglendar code, it seems you could simply tweek the calendar_width variable at the top of the script to a larger value.
Alternatively, the naughty documentation tells that you can use a nil width to get automatic width. If this is what you want, you can simply change orglendar to reflect this. At the bottom of the orglendar.lua file (line 268), simply comment-out or remove the width parameter:
calendar = naughty.notify({ title = header,
text = cal_text,
timeout = 0, hover_timeout = 0.5,
-- width = calendar_width * char_width,
screen = mouse.screen,
})

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