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Messages - VLS

#1786
Positive / *REVERSED* delayed ATILA
October 20, 2012, 09:55:31 AM
The reversed ATILA's procedure is simple to grasp.

While the ATILA rises on a loss, the REVERSED ATILA rises on a win.

So shall you start with the line:

1 1 1 1 1 1 1 1 1

You stay using this line until you get a hit.

Only then do you proceed to rise one element:

2 1 1 1 1 1 1 1 1

And stay with this new line until you get another hit:

2 2 1 1 1 1 1 1 1

Staying with it until your next hit:

2 2 2 1 1 1 1 1 1

And so on.




This reversed ATILA version only lowers units if your next bet covers the deficit IN FULL.

Let me explain.

Say you are:

4 4 4 3 3 3 3 3 3

And you get a hit, which takes you to -21 below of your previous high.

Staying at:

4 4 4 3 3 3 3 3 3

Would be an overkill.

You then lower to:

1 1 1 1 1 1 1 1 1

Since a hit on next spin would cover the -21 and get you to a new high.

36 - 9 = 27

You -21 is covered in full with a hit on next bet.

Apply the same principle to go back to:

2 2 2 2 2 2 2 2 2

72 - 18 = 54

And so on.




...The "delayed" part of this version of the ATILA comes naturally since you aren't rising on every spin, but you are making your rising time happen only after a win, skipping the spins in between and hence the delay.
#1787
Money Management / *DELAYED* ATILA
October 20, 2012, 09:24:12 AM
This means applying the ATILA progression, raising an element with a condition other than a simple loss.

It could be two losses. It could be 3 or more losses.

It could be rising after a lost cycle.

As long as you don't raise after every single lost spin, it's a delayed ATILA.



For instance, if you were to use the ATILA on two columns/dozens, you would raise your betting line:

1 1

If you miss a hit in a full cycle (3 spins for dozens):

2 1

Then shall you miss another cycle:

2 2

And so on. As long as you don't raise every spin, you are using the delayed version of the ATILA progression.
#1788
Negative / ATILA progression
October 20, 2012, 09:17:50 AM

Originally intended for nine (9) numbers.


You start with a line of 1's, each representing the bet on a number:

1 1 1 1 1 1 1 1 1


When you lose a spin, you rise one element of your line:


2 1 1 1 1 1 1 1 1


When you lose another spin, you rise another element:


2 2 1 1 1 1 1 1 1


And so on:


2 2 2 1 1 1 1 1 1


In the same fashion, one element per spin without a hit:


2 2 2 2 1 1 1 1 1


2 2 2 2 2 1 1 1 1


2 2 2 2 2 2 1 1 1


2 2 2 2 2 2 2 1 1


2 2 2 2 2 2 2 2 1


2 2 2 2 2 2 2 2 2

When you run finish rising your line's 9th element, you start rising from the beginning again:


3 2 2 2 2 2 2 2 2


3 3 2 2 2 2 2 2 2

3 3 3 2 2 2 2 2 2


3 3 3 3 2 2 2 2 2


3 3 3 3 3 2 2 2 2


And so on...







ATILA recommends lowering one element (the most recently risen) on a win.


This means if you are at -for example-:


2 2 2 2 2 2 2 1 1


You go back to:


2 2 2 2 2 2 1 1 1


And if another hit:


2 2 2 2 2 1 1 1 1


And so on:


2 2 2 2 1 1 1 1 1


Rising one element on a loss:


2 2 2 2 2 1 1 1 1


And lowering one element on a win:


2 2 2 2 1 1 1 1 1
#1789
Hi Face,

Thanks for participating.
#1790
Generate a random line of double-streets with ease:

[attachimg=1]

Download: [attachmini=2]




Program's source code:

#include <windows.h>
#include <algorithm>
#include <vector>
#include <sstream>
#include <iterator>
#include <ctime>


// Resolve namespace
using namespace std;


// Set class name
const char g_szClassName[] = "vWindowCLS";


// Text to print
ostringstream g_oss;


// Unique number struct
struct c_unique {
  int current;
  c_unique() {current=0;}
  int operator()() {return ++current;}
} UniqueNumber;


// Rectangle structure
RECT g_rect;


/*
* Generates a random double-street line,
* prints it to main form and places it on the keyboard
*/
void gen_line(HWND hwnd)
{
   // Create a vector holding numbers 1 to 6
   vector<int> vec (6);
   
   // Fill it with numbers 1 to 6
   generate( vec.begin(), vec.end(), UniqueNumber );   
   
   // Seed rand
   srand(rand() % time(0));
   
   // Shuffle the vector
   random_shuffle( vec.begin(), vec.end() );
   
   // Reset g_oss
   g_oss.str("");
   
   // Convert all but the last element to avoid a trailing ","
   copy(vec.begin(), vec.end()-1, ostream_iterator<int>(g_oss, ","));


   // Now add the last element with no delimiter
   g_oss << vec.back();
   
   /* Set clipboard to generated line */
   if(OpenClipboard(hwnd))
   {
      // Declare memory block
      HGLOBAL glob;
     
      // Allocate memory
      glob = GlobalAlloc(GMEM_FIXED,32);
     
      // Copy text
      memcpy(glob,g_oss.str().c_str(),11);
     
      // Flush clipboard
      EmptyClipboard();
     
      // Set new data
      SetClipboardData(CF_TEXT,glob);
     
      // Close clipboard
      CloseClipboard();
     
      // Unlock memory
      GlobalUnlock(glob);
   }
   
   /* Invalidate rectangle */
   
   // Get rect
   GetClientRect(hwnd, &g_rect);
   
   // Invalidate rectangle
   InvalidateRect(hwnd, &g_rect, true);
}




LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch(msg)
    {
        case WM_CREATE: // Program load
        case WM_LBUTTONUP: // Left-click
        case WM_RBUTTONUP: // Right-click
       
         // Call gen_line
         gen_line(hwnd);
         
      break;
     
      // Close window
        case WM_CLOSE:
       
            DestroyWindow(hwnd);
           
        break;
       
        case WM_PAINT:
         
         /* Paint the text*/
         HDC hDC;
         PAINTSTRUCT ps;
         hDC = BeginPaint(hwnd, &ps);
         
         GetClientRect(hwnd, &g_rect);   
         
         // Top, regular font
         DrawText(hDC, "Last random line:", -1, &g_rect,
         DT_SINGLELINE | DT_CENTER | DT_TOP);
         
         // Bottom, regular font
         DrawText(hDC, "Victor/VLS @ www.HobbyCode.tk", -1, &g_rect,
         DT_SINGLELINE | DT_CENTER | DT_BOTTOM);
         
         // Center, big font         
         HFONT hf;
         long lfHeight;


         lfHeight = -MulDiv(28, GetDeviceCaps(hDC, LOGPIXELSY), 72);


         hf = CreateFont(lfHeight, 0, 0, 0, 0, TRUE, 0, 0, 0, 0, 0, 0, 0, "Times New Roman");


         SelectObject(hDC, hf);
   
         DrawText(hDC, g_oss.str().c_str(), -1, &g_rect,
         DT_SINGLELINE | DT_CENTER | DT_VCENTER);
         
         // Finish paint
         EndPaint(hwnd, &ps);
         
      break;
       
        // Destroy window
        case WM_DESTROY:
            PostQuitMessage(0);
        break;
       
        default:
            return DefWindowProc(hwnd, msg, wParam, lParam);
    }
    return 0;
}


int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
    LPSTR lpCmdLine, int nCmdShow)
{
    WNDCLASSEX wc;
    HWND hwnd;
    MSG Msg;


    wc.cbSize        = sizeof(WNDCLASSEX);
    wc.style         = 0;
    wc.lpfnWndProc   = WndProc;
    wc.cbClsExtra    = 0;
    wc.cbWndExtra    = 0;
    wc.hInstance     = hInstance;
    wc.hIcon         = LoadIcon(NULL, IDI_APPLICATION);
    wc.hCursor       = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
    wc.lpszMenuName  = NULL;
    wc.lpszClassName = g_szClassName;
    wc.hIconSm       = LoadIcon(NULL, IDI_APPLICATION);


    if(!RegisterClassEx(&wc))
    {
        MessageBox(NULL, "Window Registration Failed!", "Error!",
            MB_ICONEXCLAMATION | MB_OK);
        return 0;
    }


    hwnd = CreateWindowEx(
        WS_EX_CLIENTEDGE,
        g_szClassName,
        "Click to generate",
        WS_OVERLAPPEDWINDOW  &~ WS_MAXIMIZEBOX,
        CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
        NULL, NULL, hInstance, NULL);


    if(hwnd == NULL)
    {
        MessageBox(NULL, "Window Creation Failed!", "Error!",
            MB_ICONEXCLAMATION | MB_OK);
        return 0;
    }


    ShowWindow(hwnd, nCmdShow);
    UpdateWindow(hwnd);


    while(GetMessage(&Msg, NULL, 0, 0) > 0)
    {
        TranslateMessage(&Msg);
        DispatchMessage(&Msg);
    }
    return Msg.wParam;
}
#1791
Mixed / Re: The Risque Parlay
October 18, 2012, 04:22:17 AM
Sure dear sumit.

You mean the "jump" part?
#1792
We can run a sample on Tomorrow's wiesbaden actuals, first table available.

http://www.spielbank-wiesbaden.de/index.php?id=82&view=archiv

(I like to run on actuals from a date after posting the method for further transparency :) )
#1793
Sam (TwoCat) would call this a "double advantage" bet.
#1794
Straight-up / The "Double-Treble" wheel-based technique
October 18, 2012, 03:43:35 AM
This concept is easy to grasp.

Bet the number which would create a zone of 3+, both on the wheel and the wheel-felt simultaneously.

Tracking card contains wheel and felt. You must mark them separately:

[attachimg=1]




The double-treble usually pulls a hit within the numerical cycle consistently. (i.e within 37 spins).

Small amount of numbers to bet; it usually won't go further than 7 numbers.

Affordable progressions are the norm with this selection.

Must be used in a cycle-based fashion, strictly.
#1795
PnF = Point and Figure. It's commonly used in trading.

http://stockcharts.com/school/doku.php?id=chart_school:chart_analysis:pnf_charts
#1796
Even chance / C/S selection
October 17, 2012, 09:31:25 PM
C/S stands for "Continue or Stop". It is is very simple to track.

Use the following chart:

[attachimg=1]

Each number represents the length of the current series.

When a series continues, you mark a “C” in your tracking sheet.

When a series stop, you mark an “S” in your tracking sheet.

You can see those naturally-occurring clusters of continuations or stops, for you to take advantage.
#1797
Community Software / ClickMate v0.2
October 17, 2012, 07:49:53 PM
Reserved for ClickMate v0.2
#1798
Mixed / The Risque Parlay
October 17, 2012, 03:33:53 AM
A mix between a parlay and a progression in risk.

This concept has two stages:

- Stage A: The hitter.

In this part you "open your nets" and wager on a location (usually with good coverage).

- Stage B: Parlay on a riskier location.

You take all the obtained gain from your hit and wager it on a higher-paying riskier location.

Shall you win, you close the series.

Shall you lose, it is common to rise the unit, as in an staggered mixed progression.




The Risque parlay is usually played with "jumps" when on the even chances and dozens.

Common combinations are:

- Stage A: Even chance. 
- Stage B: Dozen.

- Stage A: Dozen.
- Stage B: Double-street.

- Stage A: Even chance.
- Stage B:  Double-street.
#1799
Mixed / Staggered mixed progression
October 17, 2012, 03:05:58 AM
The most basic mixed progression is the staggered one.

You start with a limited negative progression line.

Shall you reach this limited negative progression's end, you start another one, with the base unit risen.

Example for even chances:

Stage one: 1, 2, 3.

Stage two: 2, 4, 6

Stage three: 3, 6, 9

Stage four: 4, 8, 12

And so on.

It is usually used with very limited progression lines and some like to throw in a parlay, a la "Risque".
#1800
Meta-selection / Re: Savant felt
October 15, 2012, 07:11:25 AM
Our Savant fellow is quite the observer.


He knows resonance is commonplace in the game.


Considering the numbers:


7, 16, 19, 22, 31 (Column 1)


And


27, 36, 3, 15 (Column 3)


Another player would see this and make nothing out of it:


[attachimg=1]


But our savant would see another picture in his head:


[attachimg=2]


He spots the realized zone of 3 in column one (16,19,22), with two spaces to the next number in both borders (7, 31):


[attachimg=3]


He would catch the possibility for that exact pattern to repeat in column 3, made by number 6:


[attachimg=4]