/* ======================================================================== *\ ! ! * ! * This file is part of CheObs, the Modular Analysis and Reconstruction ! * Software. It is distributed to you in the hope that it can be a useful ! * and timesaving tool in analysing Data of imaging Cerenkov telescopes. ! * It is distributed WITHOUT ANY WARRANTY. ! * ! * Permission to use, copy, modify and distribute this software and its ! * documentation for any purpose is hereby granted without fee, ! * provided that the above copyright notice appears in all copies and ! * that both that copyright notice and this permission notice appear ! * in supporting documentation. It is provided "as is" without express ! * or implied warranty. ! * ! ! ! Author(s): Thomas Bretz, 1/2009 ! ! Copyright: CheObs Software Development, 2000-2009 ! ! \* ======================================================================== */ ////////////////////////////////////////////////////////////////////////////// // // APD // // All times in this class are relative times. Therefor the unit for the // time is not intrinsically fixed. In fact the dead-time and recovery- // time given in the constructor must have the same units. This is what // defines the unit of the times given in the function and the unit of // rates given. // For example, if recovery and dead time are given in nanoseconds the // all times must be in nanoseconds and rates are given per nanosecond, // i.e. GHz. // // Hamamatsu 30x30 cells: APD(30, 0.2, 3, 35) // Hamamatsu 60x60 cells: APD(60, 0.2, 3, 8.75) // // // The implementation of afterpulsing is based on // A.Du, F.Retiere // After-pulsing and cross-talk in multi-pixel photon counters // NIM A, Volume 596, Issue 3, p. 396-401 // // // Example: // // APD apd(ncells, crosstalk, deadtime, recovery); // apd.SetAfterpulseProb(0.14, 0.11); // // while (1) // { // // Make the chip "empty" from the influence of external photons // // It also sets fTime to 0. // apd.Init(freq); // freq of external noise (eg. nsb) // // // Now call this function for each external photon you have. The // // times are relative to the the time you get by apd.GetTime() // // set automatically after the call to apd.Init(). // for (int i=0; iGetListOfAfterpulses()); // Afterpulse *ap = 0; // while ((ap=static_cast(Next()))) // { // if (apd.GetTime()>=dtend) // continue; // // cout << "Amplitude: " << ap->GetAmplitude() << endl; // cout << "Arrival Time: " << ap->GetTime() << endl; // } // } // // ////////////////////////////////////////////////////////////////////////////// #include "MAvalanchePhotoDiode.h" #include #include "MMath.h" #include "MLog.h" #include "MLogManip.h" ClassImp(APD); using namespace std; /* class MyProfile : public TProfile2D { public: void AddBinEntry(Int_t cell) { fBinEntries.fArray[cell]++; } }; */ // -------------------------------------------------------------------------- // // Default Constructor. // // n is the number od cells in x or y. The APD is assumed to // be square. // prob is the crosstalk probability, i.e., the probability that a // photon which produced an avalanche will create another // photon in a neighboring cell // dt is the deadtime, i.e., the time in which the APD cell will show // no response to a photon after a hit // rt is the recovering tims, i.e. the exponential (e^(-dt/rt)) // with which the cell is recovering after being dead // // prob, dt and ar can be set to 0 to switch the effect off. // 0 is also the dfeault for all three. // APD::APD(Int_t n, Float_t prob, Float_t dt, Float_t rt) : fHist("APD", "", n, 0.5, n+0.5, n, 0.5, n+0.5), fCrosstalkProb(prob), fDeadTime(dt), fRecoveryTime(rt), fTime(-1) { fHist.SetDirectory(0); fAfterpulses.SetOwner(); fAfterpulseProb[0] = 0; fAfterpulseProb[1] = 0; fAfterpulseTau[0] = 15; fAfterpulseTau[1] = 85; } // -------------------------------------------------------------------------- // // This is the time a chips needs after an external signal to relax to // a "virgin" state, i.e. without no influence of the external pulse // above the given threshold. // // It takes into account the dead time of the cell, the relaxation time // and the two afterpulse distributions. However, in most cases the // afterpulse distribution will dominate (except they are switched off by // a zero probability). // // FIXME: Maybe the calculation of the relaxation time could be optimized? // Float_t APD::GetRelaxationTime(Float_t threshold) const { // Calculate time until the probability of one of these // events falls below the threshold probability. const Double_t rt0 = - TMath::Log(threshold)*fRecoveryTime; const Double_t rt1 = fAfterpulseProb[0]>0 ? -TMath::Log(threshold/fAfterpulseProb[0])*fAfterpulseTau[0] : 0; const Double_t rt2 = fAfterpulseProb[1]>0 ? -TMath::Log(threshold/fAfterpulseProb[1])*fAfterpulseTau[1] : 0; // Probability not between t and inf, but between t and t+dt // -tau * log ( p / ( 1 - exp(- dt/tau) ) ) = t return fDeadTime + TMath::Max(rt0, TMath::Max(rt1, rt2)); } // -------------------------------------------------------------------------- // // This is the recursive implementation of a hit. If a photon hits a cell // at x and y (must be a valid cell!) at time t, at first we check if the // cell is still dead. If it is not dead we calculate the signal height // from the recovery time. Now we check with the crosstalk probability // whether another photon is created. If another photon is created we // calculate randomly which of the four neighbor cells are hit. // If the cell is outside the APD the photon is ignored. As many // new photons are created until our random number is below the crosstak- // probability. // // For each photon the possible afterpulses of two distributions are // created and added to the list of afterpulses. This is done by calling // GenerateAfterpulse for the two afterpulse-distributions. // // The total height of the signal (in units of photons) is returned. // Note, that this can be a fractional number. // // This function looks a bit fancy accessing the histogram and works around // a few histogram functions. This is a speed optimization which works // around a lot of sanity checks which are obsolete in our case. // // The default time is 0. // Float_t APD::HitCellImp(Int_t x, Int_t y, Float_t t) { // if (x<1 || x>fHist.GetNbinsX() || // y<1 || y>fHist.GetNbinsY()) // return 0; #ifdef DEBUG cout << "Hit: " << t << endl; #endif // Number of the x/y cell in the one dimensional array // const Int_t cell = fHist.GetBin(x, y); const Int_t cell = x + (fHist.GetNbinsX()+2)*y; // Getting a reference to the float is the fastes way to // access the bin-contents in fArray Float_t &cont = fHist.GetArray()[cell]; // Calculate the time since the last breakdown // const Double_t dt = t-fHist.GetBinContent(x, y)-fDeadTime; // const Float_t dt = t-cont-fDeadTime; // Photons within the dead time are just ignored if (/*hx.GetBinContent(x,y)>0 &&*/ dt<=0) { #ifdef DEBUG cout << "Dead: " << t << " " << cont << " " << dt << endl; #endif return 0; } // The signal height (in units of one photon) produced after dead time // depends on the recovery of the cell - described by an exponential. const Float_t weight = fRecoveryTime<=0 ? 1. : 1-TMath::Exp(-dt/fRecoveryTime); // Now we know the charge in the cell and we can generate // the afterpulses with both time-constants GenerateAfterpulse(cell, 0, weight, t); GenerateAfterpulse(cell, 1, weight, t); // The probability that the cell emits a photon causing crosstalk // scales as the signal height. const Float_t prob = weight*fCrosstalkProb; // Set the contents to the time of the last breakdown (now) cont = t; // fHist.SetBinContent(x, y, t) // Counter for the numbers of produced photons Float_t n = weight; // Get random number of emitted and possible converted crosstalk photons const UInt_t rndm = gRandom->Poisson(prob); for (UInt_t i=0; iInteger(4)) { case 0: if (x1) n += HitCellImp(x-1, y, t); break; case 2: if (y1) n += HitCellImp(x, y-1, t); break; } } return n; } // -------------------------------------------------------------------------- // // Check if x and y is a valid cell. If not return 0, otherwise // HitCelImp(x, y, t). HitCellImp generates Crosstalk and Afterpulses. // // The default time is 0. // Float_t APD::HitCell(Int_t x, Int_t y, Float_t t) { if (x<1 || x>fHist.GetNbinsX() || y<1 || y>fHist.GetNbinsY()) return 0; return HitCellImp(x, y, t); } // -------------------------------------------------------------------------- // // Determine randomly (uniformly) a cell which was hit. Return // HitCellImp for this cell and the given time. HitCellImp // generates Crosstalk and Afterpulses // // The default time is 0. // // If you want t w.r.t. fTime use HitRandomCellRelative istead. // Float_t APD::HitRandomCell(Float_t t) { const UInt_t nx = fHist.GetNbinsX(); const UInt_t ny = fHist.GetNbinsY(); const UInt_t idx = gRandom->Integer(nx*ny); const UInt_t x = idx%nx; const UInt_t y = idx/nx; return HitCellImp(x+1, y+1, t); } // -------------------------------------------------------------------------- // // Sets all cells with a contents which is well before the time t such that // the chip is "virgin". Therefore all cells are set to a time which // is twice the deadtime before the given time and 1000 times the recovery // time. // // The afterpulse list is deleted. // // If deadtime and recovery time are 0 then t-1 is set. // // Sets fTime to t // // The default time is 0. // void APD::FillEmpty(Float_t t) { const Int_t n = (fHist.GetNbinsX()+2)*(fHist.GetNbinsY()+2); const Double_t tm = fDeadTime<=0 && fRecoveryTime<=0 ? t-1 : t-2*fDeadTime-1000*fRecoveryTime; for (int i=0; iExp(n/rate) with n being // the total number of cells. This the time at which the cell was last hit. // // Sets fTime to t // // If the argument t is omitted it defaults to 0. // // Since after calling this function the chip should reflect the // status at the new time fTime=t, all afterpulses are processed // until this time. However, the produced random pulses might have produced // new new afterpulses. // // All afterpulses before the new timestamp are deleted. // // WARNING: Note that this might not correctly reproduce afterpulses // produced by earlier pulese. // void APD::FillRandom(Float_t rate, Float_t t) { FillEmpty(t); // If the rate is 0, we don't need to initiatize the cells, because there // won't be any hitted cells. if (rate > 0.) { const Int_t nx = fHist.GetNbinsX(); const Int_t ny = fHist.GetNbinsY(); const Double_t f = (nx*ny)/rate; // FIXME: Dead time is not taken into account, // possible earlier afterpulses are not produced. for (int x=1; x<=nx; x++) for (int y=1; y<=ny; y++) HitCellImp(x, y, t-MMath::RndmExp(f)); } // Deleting of the afterpulses before fHist.GetMinimum() won't // speed things because we have to loop over them once in any case ProcessAfterpulses(fHist.GetMinimum(), t); DeleteAfterpulses(t); fTime = t; } // -------------------------------------------------------------------------- // // Shift all times including fTime to dt (ie. add -dt to all times) // This allows to set a user-defined T0 or shift T0 to fTime=0. // // However, T0<0 is not allowed (dt cannot be greater than fTime) // void APD::ShiftTime(Double_t dt) { if (dt>fTime) { gLog << warn << "APD::ShiftTime: WARNING - requested time shift results in fTime<0... ignored." << endl; return; } // If reset was requested shift all times by end backwards // so that fTime is now 0 const Int_t n = (fHist.GetNbinsX()+2)*(fHist.GetNbinsY()+2); for (int i=0; i0) { const Double_t avglen = 1./freq; Double_t time = fTime; while (1) { const Double_t deltat = MMath::RndmExp(avglen); if (time+deltat>end) break; time += deltat; hits += HitRandomCell(time); } } // Deleting of the afterpulses before fTime won't speed things // because we have to loop over them once in any case ProcessAfterpulses(fTime, dt); DeleteAfterpulses(end); fTime = end; return hits; } // -------------------------------------------------------------------------- // // Retunrs the number of cells which have a time t<=fDeadTime, i.e. which are // dead. // The default time is 0. // // Note that if you want to get a correct measure of teh number of dead cells // at the time t, this function will only produce a valid count if the // afterpulses have been processed up to this time. // Int_t APD::CountDeadCells(Float_t t) const { const Int_t nx = fHist.GetNbinsX(); const Int_t ny = fHist.GetNbinsY(); Int_t n=0; for (int x=1; x<=nx; x++) for (int y=1; y<=ny; y++) if ((t-fHist.GetBinContent(x, y))<=fDeadTime) n++; return n; } // -------------------------------------------------------------------------- // // Returs the number of cells which have a time t<=fDeadTime+fRecoveryTime. // The default time is 0. // // Note that if you want to get a correct measure of teh number of dead cells // at the time t, this function will only produce a valid count if the // afterpulses have been processed up to this time. // Int_t APD::CountRecoveringCells(Float_t t) const { const Int_t nx = fHist.GetNbinsX(); const Int_t ny = fHist.GetNbinsY(); Int_t n=0; for (int x=1; x<=nx; x++) for (int y=1; y<=ny; y++) { Float_t dt = t-fHist.GetBinContent(x, y); if (dt>fDeadTime && dt<=fDeadTime+fRecoveryTime) n++; } return n; } // -------------------------------------------------------------------------- // // Generate an afterpulse originating from the given cell and a pulse with // charge. The afterpulse distribution to use is specified by // the index. The "current" time to which the afterpulse delay refers must // be given by t. // // A generated Afterpulse is added to the list of afterpulses // void APD::GenerateAfterpulse(UInt_t cell, Int_t idx, Double_t charge, Double_t t) { // The cell had a single avalanche with signal height weight. // This cell now can produce an afterpulse photon/avalanche. const Double_t p = gRandom->Uniform(); // It's probability scales with the charge of the pulse if (p>charge*fAfterpulseProb[idx]) return; // Afterpulses come with a well defined time-constant // after the normal pulse const Double_t dt = MMath::RndmExp(fAfterpulseTau[idx]); fAfterpulses.Add(new Afterpulse(cell, t+dt)); #ifdef DEBUG cout << "Add : " << t << " + " << dt << " = " << t+dt << endl; #endif } // -------------------------------------------------------------------------- // // Process afterpulses between time and time+dt. All afterpulses in the list // before t=time are ignored. All afterpulses between t=time and // t=time+dt are processed through HitCellImp. Afterpulses after and // equal t=time+dt are skipped. // // Since the afterpulse list is a sorted list newly generated afterpulses // are always inserted into the list behind the current entry. Consequently, // afterpulses generated by afterpulses will also be processed correctly. // // Afterpulses with zero amplitude are deleted from the list. All other after // pulses remain in the list for later evaluation. // void APD::ProcessAfterpulses(Float_t time, Float_t dt) { #ifdef DEBUG cout << "Process afterpulses from " << time << " to " << time+dt << endl; #endif const Float_t end = time+dt; TObjLink *lnk = fAfterpulses.FirstLink(); while (lnk) { Afterpulse &ap = *static_cast(lnk->GetObject()); // Skip afterpulses which have been processed already // or which we do not have to process anymore if (ap.GetTime()