Hei guys,
I am creating a script that will send signals to a Telegram group from which Cornix will read those signals and, through the APIs, send those "trades" to your set exchange.
So a classic Signal Channel on TG.
Problem I am getting is that when an entry price gets detected, the exchange does not get that trade in time.
By that I mean it takes too much time for the script to send the signal on Telegram and too much time for Cornix to send the trade through.
By the time Cornix opens the limit order that entry price has already changed so I have to hope that the price gets hit again, which as you can guess, is not ideal.
Currently I am using the 5 TF. Tried the 15 minutes timeframe. Both have the same issue.
Is there a way to fix this delay or somehow reduce it?
Thanks
I’ve also noticed delays from TV to my bots and it doesn’t really matter which ones however I have noticed that TV signals mostly are delayed a few seconds in time, then I’m my case it goes to a bot and then from bot to exchange so there will naturally be a delay from signal to exchange and actually placing the order. Bot to binance has taken some 1.5 minutes to trade and you are right sometimes the price moves quickly, maybe set market orders to buy and see how it goes. I’d be interested if you find a quicker solution
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I've written a trading indicator in Pine Script v5, to auto trade using bots. In manual back testing it performs very well but in real time, live trading, I get many "ghost" signals that trigger my bots on and no off signal, due to the characteristics of my script, I need to process data in real time, however, as it should, when a buy signal occurs, my bot signal triggers my bot into a deal, then, if the price recedes, the buy signal disappears and there is no notification to trigger my bot to close the deal that was started.
Does anyone know how to write code so that when the buy signal disappears, I can send a close signal to my bot?
I've tried writing additional variables that would trigger on when long := false as well as adding that to my current script as an else or and else if statement... however, nothing triggers a signal that I can plot or alert on.
I'm developing a game, and I want to track how many bullets are shot in the game. It's not necessarily be an exact number, but an estimate number would be okay for me. My options are
Log a bullet_shoot event whenever a player fires a bullet. (Not not not good for the network bandwith and performance)
Have a timer (like 20 seconds intervals). Check if there's any bullets fired : If so, log the amount.
Have a treshold (25 for example). If the player fires that amount, log 25. Wait for the next bundle
What's your best approach for this?
I'm using the video_player plugin in flutter combined with Firebase and I just realized that a video could consume my whole Firebase bandwith If I let it play for a few seconds. So I think (correct me if I'm wrong please!) that the best idea is to stop buffering when it reaches a certain amount, for example the 5% of the video or the first 5 seconds of the video, but if someone has a super fast download speed they can get the whole video in the first 3 seconds, so that would consume the limit no matter what.
Is there a way to do this? To know when the amount buffered is enough to play like 5 seconds and then stop the buffering? Maybe with another plugin?
EDIT 1: Or does video_player just streams data as it comes, not prebuffering? if this is the case then with just closing the video player is enough to limit the amount of data retrieved, right?
Thanks in advance for any idea about this!
I am working on a unity mobile game. Which is like a multiplayer version of temple run. Because this game is meant for mobile there is a fluctuating latency generally in the range of 200ms - 500ms.
Since the path is predetermined and actions the user can perform are limited (jump,slide, use powerup etc) , the remote player keep running on the path until it receives the updated state from its local player.
This strategy generally works pretty well since I only need to send limited amount of data over the network but there is a specific case in which I am having issues.
In the game, players die on the specific positions (obstacles).
I want remote players to die on the same obstacle/position as local player but due to latency in sending message, the remote player crosses the obstacle by the time it receives the death message.
Is there a way to sync the players on the deaths.
One of the things I tried was moving the remote player back to the local players death position but not only does it look awkward visually but can also raise other syncing issues.
Is there some other better way to do this ?
One way I may recommend is to make one player acts like server (not real server). The server-player will do all the computation like moving, jumping, creating scenes, etc. Then the server-player will send all the data to sync with the client-player. The client-player get the data and process game state. The client-player can also send his action (left-right-jump-slide) to the server-player. This way both player will have the same state of the game like position, die. You also need to deal with latency by adding some prediction.
So the solution I implemented was I spawned all the remote player behind enough so they can have some time to receive the information that local player was died on specific obstacle. And in the end there is a straight path where I just sync players again. So that result is displayed correctly.
The VXML application I mentioned in a previous question is now in testing. After allowing the user to record a message (max length 5 minutes) we go into a standard menu (submit, playback, re-record, etc).
One of our testers, bored as anything and tired of leaving a 5-minute message was reading an email we had sent, including the phone number. She said 'Two' just after the menu started, having heard only a split second of the menu.
Needless to say, she was very confused.
The right way to fix this, to me, seems to be to add a definitive stop to the recording, like the beep that begins it.
The record item has a beep property that beeps at the start of the recording, which we use. I can't find reference to any property that would beep when the user reaches max time.
How can I add an uninterruptible beep at the end of a when it has reached the maxtime?
Well, a bit more digging tells me that there's no property for it on the object.
But I did turn up a property on the resulting variable 'maxtime' that tells you if it ended due to a maximum time exceeded event.
By checking that in the section, but before sending them to the menu, I am able to use an block to play an audio file with bargein="false"
It's a bit more code than I'd like, but it seems to work.