OnStateChange()

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OnStateChange()

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Definition

An event driven method which is called whenever the script enters a new State. The OnStateChange() method can be used to configure script properties, create one-time behavior when going from historical to real-time, as well as manage clean up resources on termination.

 

 

Notes:

Viewing any UI element which lists NinjaScript classes (such as the Indicators or Strategies window, a chart's Chart Style dropdown menu, etc.) will initialize all classes of that Type when it is opened, which causes each script to enter State.SetDefaults, even if it is not actively configured or running in any window. It is important to keep this in mind when adding logic within State.SetDefaults in OnStateChange(), as this logic will be processed each time the script is initialized. For example, opening the Indicators window will trigger State.SetDefaults for all indicators in the system, and closing the Indicators window will trigger State.Terminated for all Indicators. In addition, disconnecting or connecting to a data provider can cause State transitions for any currently active scripts. Further discussion of this aspect of the state change model can be found via Understanding the lifecycle of your NinjaScript objects.

When an indicator is configured on a chart while a Compile is taking place in the NinjaScript Editor, it can appear that the script passes through State.Terminated. However, this is the result of a copy of the script being initialized at compile-time, NOT the result of the indicator on the chart being disabled and re-initialized.

 

 

Related Methods and Properties

SetState()

Method is used for changing the State of any running NinjaScript object.

State

Represents the current progression of the object as it advances from setup, processing data, to termination.  

 

 

Method Return Value

This method does not return a value.

 

 

Syntax
See example below. The NinjaScript wizards automatically generate the method syntax for you.

 

Possible states are:

State Name

This state is called when

This state is where you should

State.SetDefaults

SetDefaults is always called when displaying objects in a UI list such as the Indicators dialogue window since temporary objects are created for the purpose of UI display

Keep as lean as possible

Set default values (pushed to UI)

State.Configure

Configure is called after a user adds an object to the applied list of objects and presses the OK or Apply button.  This state is called only once for the life of the object.

Add additional data series via AddDataSeries()

Declare custom resources

State.Active

Active is called once after the object is configured and is ready to process data (DrawingTools could see multiple calls as internally an object for hit testing is cloned)

Used for objects such as Share Service which do not process price series data

Indicate the object is ready to being processing information

State.DataLoaded

DataLoaded is called only once after all data series have been loaded.

Use for logic that needs to access data related objects like Bars, Instruments, BarsPeriod, TradingHours or instantiating indicators

Notify that all data series have been loaded

Initialize any class level variables (including custom Series<T> objects)

State.Historical

Historical is called once the object begins to process historical data. This state is called once when running an object in real-time. This object is called multiple times when running a backtest optimization and the property IsInstantiatedOnEachOptimizationIteration is true (default behavior)

Notify that the object is processing historical data

State.Transition

Transition is called once as the object has finished processing historical data but before it starts to process realtime data.

Notify that the indicator or strategy is is transitioning to realtime data

Prepare realtime related resources

State.Realtime

Realtime is called once when the object begins to process realtime data.

Notify that the indicator or strategy is processing realtime data

Execute realtime related logic

State.Terminated

Terminated is called once when the object terminates.

Notify the object is shutting down

Use to clean up/dispose of resources

 

 

Active States vs Data Processing States

After State.Configure, each type of NinjaScript type has its own state management system which can be classified under two categories:

 

Active state:  State.Active

Data Processing states: State.DataLoaded, State.Historical, State.Transition, State.Realtime

 

The table below lists each NinjaScript type and it's designed state management system:

 

NinjaScript Type

State Management System

AddOns*

Active state

BarTypes

Active state

ChartStyles

Active state

DrawingTools

Active state

Indicators

Data Processing states

ImportTypes

Active state

Market Analyzer Columns

Data Processing states

OptimizationFitnesses

Active state

Optimizers

Active state

PerformanceMetrics

Active state

ShareServices

Active state

Strategies

Data Processing states

SuperDOM Columns

Active state

 

 

Tips:

Resources created in State.Configure and not disposed of immediately will be kept and utilized if the NinjaScript object resides in grids (e.g. Strategy tab on Control Center), even if it is not enabled. Try to create resources in State.Historical or State.DataLoaded instead, if possible.

State.Historical is called multiple times when running a backtest optimization on a strategy and the property "IsInstantiatedOnEachOptimizationIteration" is true (default behavior).

Scripts that require Calculate to be set by the developer must set this property in State.Historical in order to ensure that if this script is a child (hosted) that the parent.Calculate property which is adopted by the child is overridden again.

When instantiating indicators in a Multi-Series script in OnStateChange, the input any hosted indicator is running on should be explicitly stated (since a specific BarsInProgress is not guaranteed)

 

 

Examples

ns

protected override void OnStateChange()
{
  if (State == State.SetDefaults)
  {
    // Calculate once at the end of every single bar
    Calculate = Calculate.OnBarClose;  
 
    // Add two plots
    AddPlot(Brushes.Blue, "Upper"));
    AddPlot(Brushes.Orange, "Lower"));
  }
 
  else if (State == State.Configure)
  {
    // Adds a 5-minute Bars object to the strategy and is automatically assigned
    // a Bars object index of 1 since the primary data the strategy is run against
    // set by the UI takes the index of 0.        
    AddDataSeries("AAPL", BarsPeriodType.Minute, 5);    
  }
}