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this indicator that can test with 100% confidence if an indi is a repainter or not Just put the right settings and run the indicator in the strategy tester (any TF) wait for 100 bars (or the number you define), and check the results in the logs every N bars Settings extern string IndiName = ""; put here the indi name to test extern string buffersToTest = "0,1,2,3"; put the buffer numbers you want to check, separated by commas extern int verifyEveryNBars = 100;//Verify Repainting Every N Bars it will compare recorded and retrieved values every N bars extern int precision = 1;// precision (multiples of Point value) Precision of the test. For convenience I use "Point()" value for checking if values are identical or not. extern bool printDetail = false; if you want the detail of both values, from the recorded ones to the retrieved ones. extern bool skipFirstValue = true; //skip first value (because can be different even on non-repainters) I recommend leaving it to TRUE, because you can have sometimes a different value of the very first value even with non-repainters (don't ask me why)
this indicator that can test with 100% confidence if an indi is a repainter or not Just put the right settings and run the indicator in the strategy tester (any TF) wait for 100 bars (or the number you define), and check the results in the logs every N bars Settings extern string IndiName = ""; put here the indi name to test extern string buffersToTest = "0,1,2,3"; put the buffer numbers you want to check, separated by commas extern int verifyEveryNBars = 100;//Verify Repainting Every N Bars it will compare recorded and retrieved values every N bars extern int precision = 1;// precision (multiples of Point value) Precision of the test. For convenience I use "Point()" value for checking if values are identical or not. extern bool printDetail = false; if you want the detail of both values, from the recorded ones to the retrieved ones. extern bool skipFirstValue = true; //skip first value (because can be different even on non-repainters) I recommend leaving it to TRUE, because you can have sometimes a different value of the very first value even with non-repainters (don't ask me why)
