![]() ![]() If you choose to trade in the correct direction, It looks relatively simple to profit from crosses over the 50 SMA, which can then extend to 100 pips of available profit - which should make up for any small losses along the way. Or perhaps I am trying to make something that is much more difficult, very simple? In the UK there has been a general warning about ticks, as the winter was mild and wet. I thought ticks were associated with deer, but apparently dogs carry them as well. Unfortunately our course has a public right of way, which includes dog walkers. ![]() Only the other week the line of my putt was in. Perhaps you would look for Higher Highs (HH), Higher Lows (HL), Lower Lows (LL), & Lower Highs (LH) in order to time trade entries?. With such a short time frame I personally would want to keep stop-losses as small as possible, in the sense that if the trade doesn't immediately go in my favour, I would soon want out.ĭo you think you could trade GBPUSD profitably with these exact chart settings only? If so, what would you do?īeing aware of the psych levels of 00, 25, 50, and 75 is always encouraged. The typical school of thought is to fade these levels. Having said that, I have some friends that know this is "typical", and trade contrarian to the fade. At any rate, we should be aware of these levels. I like plotting a ma on select time frames and looking for s/r and trend at these levels. A 50sma is a good one to consider, you might consider looking at higher time frame 50's, and plotting them on your smaller time frames (ex - 50sma on 100tick = 500sma on 10tick). Find out more about the new e-Golf, an electric car perfect for urban areas, delivering maximum torque and can accelerate seamlessly. Just have to play with the ma and find one or two that gives the cleanest look most of the time. I like to plot 60min values of ma's, bands, etc. It looks like you are wanting to trade breakouts on key levels at a very small time frame. ![]() At times, it will look great, and on some days you will get whipped to death. Filtering when these times are is the rub, and not easily defined. The campground features tent and RV sites along with cabins and yurts for a variety of woodland stays. Some games are 100 Frames per second, others are 1 tick every 3 seconds.You might consider looking at this at high volatility times during news, having a clear risk to reward defined, which is the key for any methodology. Tick times are not constant across games and there is no magic number. This keeps the responses in your game smooth and rational, while at the same time allowing a model (programming not graphics) to process things in a computer friendly fashion. Tick has become a popular synonym to help differentiate the two.Īs a programmer your goal is to have a constant, stable frame (tick) rate no matter what. ![]() This is also called a "frame" and is usually refereed to as a Frame rate (not to be confused with the graphics stuff). It's a pretty standard way of doing things, and while rendering and UI elements may be handled in a separate thread, the actual game logic (press w move your ship forward), happens inside this tick. This is particularly common for games that enforce fixed frame rates for game logic or physics for whatever reason. Ticks and FPS are not necessarily related, however sometimes people will call a single execution of the game logic loop a "logic frame," in which case the (logic) FPS rate would be the number of ticks processed per second. However it can also refer to more granular periods one can say that "the AI tick in the game is limited to 5ms of processing time."įPS is a measure of how many frames (usually render frames) a game processes in a second. One can say, for example, that the game logic "ticks" once a frame, or that "during the tick, the character positions are updated." Typically a tick is an iteration of some loop, such as the main game logic loop. Ticks are repeated and (mostly) regular the term comes from one of the sounds a clock makes ("tick" and "tock"). A tick is a unit of measure for time, specifically it is refers to a single instance of a repeated action (usually a broad action) in a game, or the period of time that action consumes. ![]()
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