Orhpaned constants when running EA
-

I see some input variables that are definitely not part of my EA project. I do remember removing constants that I no longer used and I am not sure why they appear here and don't know how to remove them. Anyone ?
-
-
Magic no is always there, the rest are created by boxes you have ticked in a block or two.
-
The ones with names starting with "inp" are definitely not defined-as-such or used by me. I know that I used a couple of constants/parameters and variables that I removed from my variable /constant list and one can only remove them if they are nog actively used anywhere. But apparently these are some garbage entries that I can not get rid of. Any idea how I can get rid of this ?
Using the Meta Editor I can find these and they are Global Variables. I have no idea how they got defined as such. In Fxdreema builder, I can no where access them.
//--
// Externs (Global Variables)
input string inp21_TimeEndMode = "text";
input double inp711_TimeEndRelMinutes = 0.0;
input double inp1574_TimeEndRelMinutes = 0.0;
input double inp3299_TimeEndRelMinutes = 0.0;
class _externs
{
public:
static string inp21_TimeEndMode;
static double inp711_TimeEndRelMinutes;
static double inp1574_TimeEndRelMinutes;
static double inp3299_TimeEndRelMinutes;
};
string _externs::inp21_TimeEndMode;
double _externs::inp711_TimeEndRelMinutes;
double _externs::inp1574_TimeEndRelMinutes;
double _externs::inp3299_TimeEndRelMinutes; -
Add a shared link to look at
-
@doeveR All those variables were created because their boxes are ticked like this:

Just untick them and they will disappear.
-
https://fxdreema.com/shared/ccFu9xFC
I stripped down my project (since it is very large) and in here you see inp3_TimeEndRelMinutes - It is nowhere defined so I can't get rid of it. I did a normalize IDs a couple of times to get rid of obsolete constants but it left me with a perfect example. @jstap
-

Tried something "smart": so here it shows I can not use the name anymore even though the constant / variable is not defined through the FXD builder..... -
@l-andorrà So there must be boxes where there are "ticks" that I don't realize. I never used that option since I never asked myself what it did. WIll have to search all my "boxes" them ?
-
Compiled fine for me... -
Yes, compilation was fine for me to. @l-andorrà pointed me in the right direction. On the Timefilter box there was an option that I examined without using it but apparently I ticked a box next to an option which resulted in a global variable being created. After using the numbers in the variable names I corrected the 'issue' (box being ticked) and the variables were gone !!
Thanks everybody who took the time to trigger my brains.... -
@jstap Good mate, glad you sorted it. I said that first...
"Magic no is always there, the rest are created by boxes you have ticked in a block or two". -
Ah @jstap you said it - agreed: I just did not know what it meant when I read it. Well, I know you are very "on it" - I can tell from all the posts that I read so now and then so Thanks again !
-
One more question - not directly related to the original question. Is there a way to move the magic number as parameter up as the first input variable rather than the last ?
-
Magic number is always set, in settings you can change it. if for example you set magic number to 0, then every trade and block is set to say 2345, then the used magic number would be magic (0) + group (2345), so your used magic number would be 2345.
-
Hi @jstap, I meant the order of appearance in the list of parameters. It is now the last after all my defined constants (input parameters). Can I make it to appear as first parameter ?
-
Do you mean magic number is bottom of your input list?
-
Yes....that is exactly what I mean. I am asking because I have seen EA where the magic number came first. I wonder how "they" did it.....
-
As far as I know on FX it is fixed, to change you would have to amend the code.