Average True Range Indicator
Inheritance: Indicator
        /// <summary>
        /// Calculates the indicator's components
        /// </summary>
        public override void Calculate(SlotTypes slotType)
        {
            // Reading the parameters
            MAMethod maMethod = (MAMethod)IndParam.ListParam[1].Index;
            int      iPeriod1 = (int)IndParam.NumParam[0].Value;
            int      iPeriod2 = (int)IndParam.NumParam[1].Value;
            int      iPrvs    = IndParam.CheckParam[0].Checked ? 1 : 0;

            // Calculation
            int iFirstBar = iPeriod1 + iPeriod2 + 2;

            double[] adIndicator1 = new double[Bars];
            double[] adIndicator2 = new double[Bars];
            double[] adOscllator  = new double[Bars];

// ---------------------------------------------------------
            Average_True_Range ATR1 = new Average_True_Range(slotType);

            ATR1.IndParam.ListParam[1].Index    = IndParam.ListParam[1].Index;
            ATR1.IndParam.NumParam[0].Value     = IndParam.NumParam[0].Value;
            ATR1.IndParam.CheckParam[0].Checked = IndParam.CheckParam[0].Checked;
            ATR1.Calculate(slotType);

            Average_True_Range ATR2 = new Average_True_Range(slotType);

            ATR2.IndParam.ListParam[1].Index    = IndParam.ListParam[1].Index;
            ATR2.IndParam.NumParam[0].Value     = IndParam.NumParam[1].Value;
            ATR2.IndParam.CheckParam[0].Checked = IndParam.CheckParam[0].Checked;
            ATR2.Calculate(slotType);

            adIndicator1 = ATR1.Component[0].Value;
            adIndicator2 = ATR2.Component[0].Value;
// ----------------------------------------------------------

            for (int iBar = iFirstBar; iBar < Bars; iBar++)
            {
                adOscllator[iBar] = adIndicator1[iBar] - adIndicator2[iBar];
            }

            // Saving the components
            Component = new IndicatorComp[3];

            Component[0]           = new IndicatorComp();
            Component[0].CompName  = "Histogram";
            Component[0].DataType  = IndComponentType.IndicatorValue;
            Component[0].ChartType = IndChartType.Histogram;
            Component[0].FirstBar  = iFirstBar;
            Component[0].Value     = adOscllator;

            Component[1]           = new IndicatorComp();
            Component[1].ChartType = IndChartType.NoChart;
            Component[1].FirstBar  = iFirstBar;
            Component[1].Value     = new double[Bars];

            Component[2]           = new IndicatorComp();
            Component[2].ChartType = IndChartType.NoChart;
            Component[2].FirstBar  = iFirstBar;
            Component[2].Value     = new double[Bars];

            // Sets the Component's type
            if (slotType == SlotTypes.OpenFilter)
            {
                Component[1].DataType = IndComponentType.AllowOpenLong;
                Component[1].CompName = "Is long entry allowed";
                Component[2].DataType = IndComponentType.AllowOpenShort;
                Component[2].CompName = "Is short entry allowed";
            }
            else if (slotType == SlotTypes.CloseFilter)
            {
                Component[1].DataType = IndComponentType.ForceCloseLong;
                Component[1].CompName = "Close out long position";
                Component[2].DataType = IndComponentType.ForceCloseShort;
                Component[2].CompName = "Close out short position";
            }

            // Calculation of the logic
            IndicatorLogic indLogic = IndicatorLogic.It_does_not_act_as_a_filter;

            switch (IndParam.ListParam[0].Text)
            {
            case "The Oscillator rises":
                indLogic = IndicatorLogic.The_indicator_rises;
                break;

            case "The Oscillator falls":
                indLogic = IndicatorLogic.The_indicator_falls;
                break;

            case "The Oscillator is higher than the zero line":
                indLogic = IndicatorLogic.The_indicator_is_higher_than_the_level_line;
                break;

            case "The Oscillator is lower than the zero line":
                indLogic = IndicatorLogic.The_indicator_is_lower_than_the_level_line;
                break;

            case "The Oscillator crosses the zero line upward":
                indLogic = IndicatorLogic.The_indicator_crosses_the_level_line_upward;
                break;

            case "The Oscillator crosses the zero line downward":
                indLogic = IndicatorLogic.The_indicator_crosses_the_level_line_downward;
                break;

            case "The Oscillator changes its direction upward":
                indLogic = IndicatorLogic.The_indicator_changes_its_direction_upward;
                break;

            case "The Oscillator changes its direction downward":
                indLogic = IndicatorLogic.The_indicator_changes_its_direction_downward;
                break;

            default:
                break;
            }

            NoDirectionOscillatorLogic(iFirstBar, iPrvs, adOscllator, 0, ref Component[1], indLogic);
            Component[2].Value = Component[1].Value;

            return;
        }
        /// <summary>
        /// Calculates the indicator's components
        /// </summary>
        public override void Calculate(SlotTypes slotType)
        {
            // Reading the parameters
            MAMethod  maMethod  = (MAMethod)IndParam.ListParam[1].Index;
            int iPeriod1 = (int)IndParam.NumParam[0].Value;
            int iPeriod2 = (int)IndParam.NumParam[1].Value;
            int iPrvs    = IndParam.CheckParam[0].Checked ? 1 : 0;

            // Calculation
            int iFirstBar = iPeriod1 + iPeriod2 + 2;
            double[] adIndicator1 = new double[Bars];
            double[] adIndicator2 = new double[Bars];
            double[] adOscllator  = new double[Bars];

            // ---------------------------------------------------------
            Average_True_Range ATR1 = new Average_True_Range(slotType);
            ATR1.IndParam.ListParam[1].Index    = IndParam.ListParam[1].Index;
            ATR1.IndParam.NumParam[0].Value     = IndParam.NumParam[0].Value;
            ATR1.IndParam.CheckParam[0].Checked = IndParam.CheckParam[0].Checked;
            ATR1.Calculate(slotType);

            Average_True_Range ATR2 = new Average_True_Range(slotType);
            ATR2.IndParam.ListParam[1].Index    = IndParam.ListParam[1].Index;
            ATR2.IndParam.NumParam[0].Value     = IndParam.NumParam[1].Value;
            ATR2.IndParam.CheckParam[0].Checked = IndParam.CheckParam[0].Checked;
            ATR2.Calculate(slotType);

            adIndicator1 = ATR1.Component[0].Value;
            adIndicator2 = ATR2.Component[0].Value;
            // ----------------------------------------------------------

            for (int iBar = iFirstBar; iBar < Bars; iBar++)
            {
                adOscllator[iBar] = adIndicator1[iBar] - adIndicator2[iBar];
            }

            // Saving the components
            Component = new IndicatorComp[3];

            Component[0] = new IndicatorComp();
            Component[0].CompName  = "Histogram";
            Component[0].DataType  = IndComponentType.IndicatorValue;
            Component[0].ChartType = IndChartType.Histogram;
            Component[0].FirstBar  = iFirstBar;
            Component[0].Value     = adOscllator;

            Component[1] = new IndicatorComp();
            Component[1].ChartType = IndChartType.NoChart;
            Component[1].FirstBar  = iFirstBar;
            Component[1].Value     = new double[Bars];

            Component[2] = new IndicatorComp();
            Component[2].ChartType = IndChartType.NoChart;
            Component[2].FirstBar  = iFirstBar;
            Component[2].Value     = new double[Bars];

            // Sets the Component's type
            if (slotType == SlotTypes.OpenFilter)
            {
                Component[1].DataType = IndComponentType.AllowOpenLong;
                Component[1].CompName = "Is long entry allowed";
                Component[2].DataType = IndComponentType.AllowOpenShort;
                Component[2].CompName = "Is short entry allowed";
            }
            else if (slotType == SlotTypes.CloseFilter)
            {
                Component[1].DataType = IndComponentType.ForceCloseLong;
                Component[1].CompName = "Close out long position";
                Component[2].DataType = IndComponentType.ForceCloseShort;
                Component[2].CompName = "Close out short position";
            }

            // Calculation of the logic
            IndicatorLogic indLogic = IndicatorLogic.It_does_not_act_as_a_filter;

            switch (IndParam.ListParam[0].Text)
            {
                case "The Oscillator rises":
                    indLogic = IndicatorLogic.The_indicator_rises;
                    break;

                case "The Oscillator falls":
                    indLogic = IndicatorLogic.The_indicator_falls;
                    break;

                case "The Oscillator is higher than the zero line":
                    indLogic = IndicatorLogic.The_indicator_is_higher_than_the_level_line;
                    break;

                case "The Oscillator is lower than the zero line":
                    indLogic = IndicatorLogic.The_indicator_is_lower_than_the_level_line;
                    break;

                case "The Oscillator crosses the zero line upward":
                    indLogic = IndicatorLogic.The_indicator_crosses_the_level_line_upward;
                    break;

                case "The Oscillator crosses the zero line downward":
                    indLogic = IndicatorLogic.The_indicator_crosses_the_level_line_downward;
                    break;

                case "The Oscillator changes its direction upward":
                    indLogic = IndicatorLogic.The_indicator_changes_its_direction_upward;
                    break;

                case "The Oscillator changes its direction downward":
                    indLogic = IndicatorLogic.The_indicator_changes_its_direction_downward;
                    break;

                default:
                    break;
            }

            NoDirectionOscillatorLogic(iFirstBar, iPrvs, adOscllator, 0, ref Component[1], indLogic);
            Component[2].Value = Component[1].Value;

            return;
        }
Example #3
0
        /// <summary>
        /// Calculates the indicator's components
        /// </summary>
        public override void Calculate(SlotTypes slotType)
        {
            // Reading the parameters
            int    iBollPrd  = (int)IndParam.NumParam[0].Value;
            double dBollMult = IndParam.NumParam[1].Value;
            int    iKeltPrd  = (int)IndParam.NumParam[2].Value;
            double dKeltMult = IndParam.NumParam[3].Value;
            double dLevel    = IndParam.NumParam[4].Value * Point;
            double dFireLine = IndParam.NumParam[5].Value * Point;

            int iPrvs = IndParam.CheckParam[0].Checked ? 1 : 0;

            // Calculation
            int iFirstBar = Math.Max(iBollPrd * 2, iKeltPrd) + 1;

            double[] adRegr    = new double[Bars];
            double[] adAtr     = new double[Bars];
            double[] adMA_Boll = new double[Bars];
            double[] adStd     = new double[Bars];
            double[] adFire    = new double[Bars];


            adMA_Boll = MovingAverage(iBollPrd, 0, MAMethod.Exponential, Close);

            // Get ATR and StandardDeviation values -- used in original MT4 indicator
            Average_True_Range Atr = new Average_True_Range(SlotTypes.OpenFilter);

            Atr.IndParam.NumParam[0].Value = iKeltPrd;
            Atr.Calculate(SlotTypes.OpenFilter);
            adAtr = Atr.Component[0].Value;

            Standard_Deviation StdDev = new Standard_Deviation(SlotTypes.OpenFilter);

            StdDev.IndParam.NumParam[0].Value = iBollPrd;
            StdDev.Calculate(SlotTypes.OpenFilter);
            adStd = StdDev.Component[0].Value;

            // fill Linear Regression values, not built in indicator
            // ported from MQ 4 code

            // these values remains constant, get outside for loop for performance
            double SumBars    = 0;
            double SumSqrBars = 0;

            SumBars    = iBollPrd * (iBollPrd - 1) * 0.5;
            SumSqrBars = (iBollPrd - 1) * iBollPrd * (2 * iBollPrd - 1) / 6;
            double Num2 = SumBars * SumBars - iBollPrd * SumSqrBars;

            for (int iBar = iFirstBar; iBar < Bars; iBar++)
            {
                double SumY  = 0;
                double Sum1  = 0;
                double Sum2  = 0;
                double Slope = 0;

                for (int x = 0; x < iBollPrd; x++)
                {
                    double HH = double.MinValue;
                    double LL = double.MaxValue;
                    for (int y = x; y < x + iBollPrd; y++)
                    {
                        HH = Math.Max(HH, High[iBar - y]);
                        LL = Math.Min(LL, Low[iBar - y]);
                    }

                    double dSumsBegin = (Close[iBar - x] - ((HH + LL) / 2 + adMA_Boll[iBar - x]) / 2);
                    Sum1 += x * dSumsBegin;
                    SumY += dSumsBegin;
                }

                Sum2 = SumBars * SumY;
                double Num1 = iBollPrd * Sum1 - Sum2;

                if (Num2 != 0.0)
                {
                    Slope = Num1 / Num2;
                }
                else
                {
                    Slope = 0;
                }

                double Intercept = (SumY - Slope * SumBars) / iBollPrd;
                adRegr[iBar] = Intercept + Slope * (iBollPrd - 1);

                double diff = adAtr[iBar] * dKeltMult;
                double std  = adStd[iBar];
                double bbs  = (dBollMult * std) / diff;
                if (bbs < 1)
                {
                    adFire[iBar] = -dFireLine;
                }
                else
                {
                    adFire[iBar] = dFireLine;
                }
            }

            // Saving the components
            Component = new IndicatorComp[4];

            Component[0]           = new IndicatorComp();
            Component[0].CompName  = "BB Squeeze";
            Component[0].DataType  = IndComponentType.IndicatorValue;
            Component[0].ChartType = IndChartType.Histogram;
            Component[0].FirstBar  = iFirstBar;
            Component[0].Value     = adRegr;

            Component[1]            = new IndicatorComp();
            Component[1].CompName   = "Fire";
            Component[1].DataType   = IndComponentType.IndicatorValue;
            Component[1].ChartType  = IndChartType.Line;
            Component[1].ChartColor = Color.Blue;
            Component[1].FirstBar   = iFirstBar;
            Component[1].Value      = adFire;


            Component[2]           = new IndicatorComp();
            Component[2].ChartType = IndChartType.NoChart;
            Component[2].FirstBar  = iFirstBar;
            Component[2].Value     = new double[Bars];

            Component[3]           = new IndicatorComp();
            Component[3].ChartType = IndChartType.NoChart;
            Component[3].FirstBar  = iFirstBar;
            Component[3].Value     = new double[Bars];

            // Sets the Component's type
            if (slotType == SlotTypes.OpenFilter)
            {
                Component[2].DataType = IndComponentType.AllowOpenLong;
                Component[2].CompName = "Is long entry allowed";
                Component[3].DataType = IndComponentType.AllowOpenShort;
                Component[3].CompName = "Is short entry allowed";
            }
            else if (slotType == SlotTypes.CloseFilter)
            {
                Component[2].DataType = IndComponentType.ForceCloseLong;
                Component[2].CompName = "Close out long position";
                Component[3].DataType = IndComponentType.ForceCloseShort;
                Component[3].CompName = "Close out short position";
            }


            if (slotType == SlotTypes.OpenFilter || slotType == SlotTypes.CloseFilter)
            {
                // Calculation of the logic
                IndicatorLogic indLogic = IndicatorLogic.It_does_not_act_as_a_filter;

                // placeholder components for storing long / short values
                IndicatorComp icBBLong  = new IndicatorComp();
                IndicatorComp icBBShort = new IndicatorComp();
                IndicatorComp icFire    = new IndicatorComp();

                switch (IndParam.ListParam[0].Text)
                {
                case "The BB Squeeze is higher than the level line and Fire is on":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze is higher than the level line and Fire is off":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze is lower than the level line and Fire is on":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze is lower than the level line and Fire is off":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze is higher than the level line":
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref Component[2], ref Component[3], IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze is lower than the level line":
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref Component[2], ref Component[3], IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze rises and Fire is on":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_rises);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze rises and Fire is off":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_rises);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze falls and Fire is on":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_falls);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;

                case "The BB Squeeze falls and Fire is off":
                    icBBLong.Value  = new double[Bars];
                    icBBShort.Value = new double[Bars];
                    icFire.Value    = new double[Bars];
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, dLevel, -dLevel, ref icBBLong, ref icBBShort, IndicatorLogic.The_indicator_falls);
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref icFire, IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    for (int iBar = iFirstBar; iBar < Bars; iBar++)
                    {
                        Component[2].Value[iBar] = (icBBLong.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                        Component[3].Value[iBar] = (icBBShort.Value[iBar] == 1 && icFire.Value[iBar] == 1) ? 1.0 : 0.0;
                    }
                    if (dLevel != 0)
                    {
                        SpecialValues = new double[2] {
                            dLevel, -dLevel
                        };
                    }
                    break;


                case "The BB Squeeze rises":
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, 0, 0, ref Component[2], ref Component[3], IndicatorLogic.The_indicator_rises);
                    break;

                case "The BB Squeeze falls":
                    OscillatorLogic(iFirstBar, iPrvs, adRegr, 0, 0, ref Component[2], ref Component[3], IndicatorLogic.The_indicator_falls);
                    break;

                case "Fire is on":
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref Component[2], IndicatorLogic.The_indicator_is_higher_than_the_level_line);
                    Component[3].Value = Component[2].Value;
                    break;

                case "Fire is off":
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref Component[2], IndicatorLogic.The_indicator_is_lower_than_the_level_line);
                    Component[3].Value = Component[2].Value;
                    break;

                case "Fire changes from on to off":
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref Component[2], IndicatorLogic.The_indicator_crosses_the_level_line_downward);
                    Component[3].Value = Component[2].Value;
                    break;

                case "Fire changes from off to on":
                    NoDirectionOscillatorLogic(iFirstBar, iPrvs, adFire, 0, ref Component[2], IndicatorLogic.The_indicator_crosses_the_level_line_upward);
                    Component[3].Value = Component[2].Value;
                    break;

                case "Draw only, no Entry or Exit signals":
                    Component[2].DataType = IndComponentType.NotDefined;
                    Component[2].CompName = "Visual Only";
                    Component[3].DataType = IndComponentType.NotDefined;
                    Component[3].CompName = "Visual Only";
                    break;

                default:
                    break;
                }

                OscillatorLogic(iFirstBar, iPrvs, adRegr, 0, 0, ref Component[2], ref Component[3], indLogic);
            }

            return;
        }