I am trying to create EA(MQL4) And Critical error Array out of range in EA error appeared

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I am trying to create EA(MQL4) And Critical error Array out of range in EA error appeared. In fact, I'm trying to turn an indicator into an expert. I have done this before. But in this case, I encountered an error in the title. This problem occurred after adding void FindZones (). This part of the code works properly in the indicator. I think I made a mistake in rewriting the code that I did not realize that.

extern double zone_fuzzfactor = 0.75;
extern bool zone_merge = true;
extern bool zone_extend = true;

double zone_hi[1000], zone_lo[1000];
double FastDnPts[], FastUpPts[];
double SlowDnPts[], SlowUpPts[];
bool ExpertLock = false; // قفل روی اکانت و زمان
bool zone_turn[1000];
int BackLimit = 1000;
int TimeFrame = 0; // تایم فریم
int time_offset = 0; // بررسی کندل جدید
int zone_count = 0; // شمارنده منطقه ها
int zone_start[1000], zone_hits[1000], zone_type[1000], zone_strength[1000];

#define ZONE_SUPPORT 1
#define ZONE_RESIST  2

#define ZONE_WEAK      0
#define ZONE_TURNCOAT  1
#define ZONE_UNTESTED  2
#define ZONE_VERIFIED  3
#define ZONE_PROVEN    4

int OnInit()
  {
   return(INIT_SUCCEEDED);
  }

void OnDeinit(const int reason)
  {
   DeleteZones();
  }

void OnTick()
   {

   datetime TrialEndDate = D'02.02.2021'; // تاریخ انقضای اکسپرت
   if(TimeCurrent() > TrialEndDate)
      {
       Alert("ORT - Your 3-month time credit has expired | اعتبار 3 ماهه شما منقضی شده است"); 
       ExpertLock = true;
      }
   int AcctNbr = 10031782; // شماره اکانتی ک اکسپرت روی اون قفل میشه
   if(AcctNbr != AccountNumber())
      {
       Alert("ORT - This account is not allowed to use | این حساب مجاز به استفاده نمی باشد"); 
       ExpertLock = true;
      }

   if (NewBar() == true && ExpertLock !=true)
      {
       int old_zone_count = zone_count;
       DeleteZones();
       FindZones();
      }

   }

bool NewBar()
   {
   static datetime LastTime = 0;
   if (iTime(NULL, TimeFrame, 0) != LastTime)
      {
       LastTime = iTime(NULL, TimeFrame, 0)+time_offset;
       return (true);
      }
   else
       return (false);
      }

void DeleteZones()
   {
    int len = 5;
    int i = 0;

    while (i < ObjectsTotal())
      {
       string objName = ObjectName(i);
       if (StringSubstr(objName, 0, len) != "SSSR#")
      {
       i++;
       continue;
      }
       ObjectDelete(objName);
      }
   }
//---------------------------------------------------------------------------------------------------
// فانکشن محدوده های مقاومت و حمایت
//---------------------------------------------------------------------------------------------------
void FindZones()
{
   int i, j, shift, bustcount = 0, testcount = 0;
   double hival, loval;
   bool turned = false, hasturned = false;

   double temp_hi[1000], temp_lo[1000];
   int    temp_start[1000], temp_hits[1000], temp_strength[1000], temp_count = 0;
   bool   temp_turn[1000], temp_merge[1000];
   int merge1[1000], merge2[1000], merge_count = 0;

   // iterate through zones from oldest to youngest (ignore recent 5 bars),
   // finding those that have survived through to the present...
   for (shift = MathMin(iBars(NULL, TimeFrame)-1, BackLimit); shift>5; shift--)
   {
      double atr = iATR(NULL, TimeFrame, 7, shift);
      double fu = atr/2 * zone_fuzzfactor;
      bool isWeak;
      bool touchOk = false;
      bool isBust = false;
      double close = iClose(NULL, TimeFrame, shift);
      double high  = iHigh(NULL, TimeFrame, shift);
      double low   = iLow(NULL, TimeFrame, shift);
      double hi_i;
      double lo_i;

      if (FastUpPts[shift] > 0.001)
      {
         // a zigzag high point
         isWeak = true;
         if (SlowUpPts[shift] > 0.001)
            isWeak = false;

         hival = high;
         if (zone_extend == true)
            hival += fu;

         loval = MathMax(MathMin(close, high-fu), high-fu*2);
         turned = false;
         hasturned = false;
         isBust = false;

         bustcount = 0;
         testcount = 0;

         for (i=shift-1; i>=0; i--)
         {
            hi_i = iHigh(NULL, TimeFrame, i);
            lo_i = iLow(NULL, TimeFrame, i);

            if ((turned == false && FastUpPts[i] >= loval && FastUpPts[i] <= hival) ||
                (turned == true && FastDnPts[i] <= hival && FastDnPts[i] >= loval))
            {
               // Potential touch, just make sure its been 10+candles since the prev one
               touchOk = true;
               for (j=i+1; j<i+11; j++)
               {
                  if ((turned == false && FastUpPts[j] >= loval && FastUpPts[j] <= hival) ||
                      (turned == true && FastDnPts[j] <= hival && FastDnPts[j] >= loval))
                  {
                     touchOk = false;
                     break;
                  }
               }

               if (touchOk == true)
               {
                  // we have a touch.  If its been busted once, remove bustcount
                  // as we know this level is still valid & has just switched sides
                  bustcount = 0;
                  testcount++;
               }
            }

            if ((turned == false && hi_i > hival) ||
                (turned == true && lo_i < loval))
            {
               // this level has been busted at least once
               bustcount++;

               if (bustcount > 1 || isWeak == true)
               {
                  // busted twice or more
                  isBust = true;
                  break;
               }

               if (turned == true)
                  turned = false;
               else if (turned == false)
                  turned = true;

               hasturned = true;

               // forget previous hits
               testcount = 0;
            }
         }

         if (isBust == false)
         {
            // level is still valid, add to our list
            temp_hi[temp_count] = hival;
            temp_lo[temp_count] = loval;
            temp_turn[temp_count] = hasturned;
            temp_hits[temp_count] = testcount;
            temp_start[temp_count] = shift;
            temp_merge[temp_count] = false;
            
            if (testcount > 3)
               temp_strength[temp_count] = ZONE_PROVEN;
            else if (testcount > 0)
               temp_strength[temp_count] = ZONE_VERIFIED;
            else if (hasturned == true)
               temp_strength[temp_count] = ZONE_TURNCOAT;
            else if (isWeak == false)
               temp_strength[temp_count] = ZONE_UNTESTED;
            else
               temp_strength[temp_count] = ZONE_WEAK;

            temp_count++;
         }
      }
      else if (FastDnPts[shift] > 0.001)
      {
         // a zigzag low point
         isWeak = true;
         if (SlowDnPts[shift] > 0.001)
            isWeak = false;

         loval = low;
         if (zone_extend == true)
            loval -= fu;

         hival = MathMin(MathMax(close, low+fu), low+fu*2);
         turned = false;
         hasturned = false;

         bustcount = 0;
         testcount = 0;
         isBust = false;

         for (i=shift-1; i>=0; i--)
         {
            hi_i = iHigh(NULL, TimeFrame, i);
            lo_i = iLow(NULL, TimeFrame, i);

            if ((turned == true && FastUpPts[i] >= loval && FastUpPts[i] <= hival) ||
                (turned == false && FastDnPts[i] <= hival && FastDnPts[i] >= loval))
            {
               // Potential touch, just make sure its been 10+candles since the prev one
               touchOk = true;
               for (j=i+1; j<i+11; j++)
               {
                  if ((turned == true && FastUpPts[j] >= loval && FastUpPts[j] <= hival) ||
                      (turned == false && FastDnPts[j] <= hival && FastDnPts[j] >= loval))
                  {
                     touchOk = false;
                     break;
                  }
               }

               if (touchOk == true)
               {
                  // we have a touch.  If its been busted once, remove bustcount
                  // as we know this level is still valid & has just switched sides
                  bustcount = 0;
                  testcount++;
               }
            }

            if ((turned == true && hi_i > hival) ||
                (turned == false && lo_i < loval))
            {
               // this level has been busted at least once
               bustcount++;

               if (bustcount > 1 || isWeak == true)
               {
                  // busted twice or more
                  isBust = true;
                  break;
               }

               if (turned == true)
                  turned = false;
               else if (turned == false)
                  turned = true;

               hasturned = true;

               // forget previous hits
               testcount = 0;
            }
         }

         if (isBust == false)
         {
            // level is still valid, add to our list
            temp_hi[temp_count] = hival;
            temp_lo[temp_count] = loval;
            temp_turn[temp_count] = hasturned;
            temp_hits[temp_count] = testcount;
            temp_start[temp_count] = shift;
            temp_merge[temp_count] = false;

            if (testcount > 3)
               temp_strength[temp_count] = ZONE_PROVEN;
            else if (testcount > 0)
               temp_strength[temp_count] = ZONE_VERIFIED;
            else if (hasturned == true)
               temp_strength[temp_count] = ZONE_TURNCOAT;
            else if (isWeak == false)
               temp_strength[temp_count] = ZONE_UNTESTED;
            else
               temp_strength[temp_count] = ZONE_WEAK;

            temp_count++;
         }
      }
   }

   // look for overlapping zones...
   if (zone_merge == true)
   {
      merge_count = 1;
      int iterations = 0;
      while (merge_count > 0 && iterations < 3)
      {
         merge_count = 0;
         iterations++;

         for (i = 0; i < temp_count; i++)
            temp_merge[i] = false;

         for (i = 0; i < temp_count-1; i++)
         {
            if (temp_hits[i] == -1 || temp_merge[j] == true)
               continue;

            for (j = i+1; j < temp_count; j++)
            {
               if (temp_hits[j] == -1 || temp_merge[j] == true)
                  continue;

               if ((temp_hi[i] >= temp_lo[j] && temp_hi[i] <= temp_hi[j]) ||
                   (temp_lo[i] <= temp_hi[j] && temp_lo[i] >= temp_lo[j]) ||
                   (temp_hi[j] >= temp_lo[i] && temp_hi[j] <= temp_hi[i]) ||
                   (temp_lo[j] <= temp_hi[i] && temp_lo[j] >= temp_lo[i]))
               {
                  merge1[merge_count] = i;
                  merge2[merge_count] = j;
                  temp_merge[i] = true;
                  temp_merge[j] = true;
                  merge_count++;
               }
            }
         }

         // ... and merge them ...
         for (i=0; i<merge_count; i++)
         {
            int target = merge1[i];
            int source = merge2[i];

            temp_hi[target] = MathMax(temp_hi[target], temp_hi[source]);
            temp_lo[target] = MathMin(temp_lo[target], temp_lo[source]);
            temp_hits[target] += temp_hits[source];
            temp_start[target] = MathMax(temp_start[target], temp_start[source]);
            temp_strength[target] = MathMax(temp_strength[target], temp_strength[source]);
            if (temp_hits[target] > 3)
               temp_strength[target] = ZONE_PROVEN;

            if (temp_hits[target] == 0 && temp_turn[target] == false)
            {
               temp_hits[target] = 1;
               if (temp_strength[target] < ZONE_VERIFIED)
                  temp_strength[target] = ZONE_VERIFIED;
            }

            if (temp_turn[target] == false || temp_turn[source] == false)
               temp_turn[target] = false;
            if (temp_turn[target] == true)
               temp_hits[target] = 0;

            temp_hits[source] = -1;
         }
      }
   }

   // copy the remaining list into our official zones arrays
   zone_count = 0;
   for (i=0; i<temp_count; i++)
   {
      if (temp_hits[i] >= 0 && zone_count < 1000)
      {
         zone_hi[zone_count]       = temp_hi[i];
         zone_lo[zone_count]       = temp_lo[i];
         zone_hits[zone_count]     = temp_hits[i];
         zone_turn[zone_count]     = temp_turn[i];
         zone_start[zone_count]    = temp_start[i];
         zone_strength[zone_count] = temp_strength[i];
         
         if (zone_hi[zone_count] < Close[4])
            zone_type[zone_count] = ZONE_SUPPORT;
         else if (zone_lo[zone_count] > Close[4])
            zone_type[zone_count] = ZONE_RESIST;
         else
         {
            for (j=5; j<1000; j++)
            {
               if (iClose(NULL, TimeFrame, j) < zone_lo[zone_count])
               {
                  zone_type[zone_count] = ZONE_RESIST;
                  break;
               }
               else if (iClose(NULL, TimeFrame, j) > zone_hi[zone_count])
               {
                  zone_type[zone_count] = ZONE_SUPPORT;
                  break;
               }
            }

            if (j == 1000)
               zone_type[zone_count] = ZONE_SUPPORT;
         }

         zone_count++;
      }
   }
}
1 Answers

You check the dynamic array via FastUpPts[shift] without resizing it first. Same with FastDnPts, SlowDnPts, and SlowUpPts. I believe those were the indicator buffers in your indicator code, so they don't needed any resizing. It is probably best to build the EA using iCustom() call to your indicator than rebuilding the indicator code to work as an EA.

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