1 | #ifndef MARS_MAvalanchePhotoDiode
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2 | #define MARS_MAvalanchePhotoDiode
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3 |
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4 | #ifndef ROOT_TH2
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5 | #include <TH2.h>
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6 | #endif
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7 |
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8 | #ifndef ROOT_TSortedList
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9 | #include <TSortedList.h>
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10 | #endif
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11 |
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12 | class APD : public TObject // FIXME: Derive from TH2?
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13 | {
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14 | friend class Afterpulse;
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15 |
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16 | private:
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17 | TH2F fHist;
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18 |
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19 | TSortedList fAfterpulses; //! List of produced afterpulses
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20 |
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21 | Float_t fCrosstalkProb; // Probability that a converted photon creates another one in a neighboring cell
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22 | Float_t fDeadTime; // Deadtime of a single cell after a hit
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23 | Float_t fRecoveryTime; // Recoverytime after Deadtime (1-exp(-t/fRecoveryTime)
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24 | Float_t fAfterpulseProb[2]; // Afterpulse probabilities
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25 | Float_t fAfterpulseTau[2]; // Afterpulse time constants
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26 |
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27 | Float_t fTime; // A user settable time of the system
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28 |
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29 | // The implementation of the cell behaviour (crosstalk and afterpulses)
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30 | Float_t HitCellImp(Int_t x, Int_t y, Float_t t=0);
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31 |
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32 | // Processing of afterpulses
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33 | void GenerateAfterpulse(UInt_t cell, Int_t idx, Double_t charge, Double_t t);
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34 | void ProcessAfterpulses(Float_t time, Float_t dt);
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35 | void DeleteAfterpulses(Float_t time);
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36 |
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37 | public:
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38 | APD(Int_t n, Float_t prob=0, Float_t dt=0, Float_t rt=0);
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39 |
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40 | // --- Setter and Getter ----
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41 |
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42 | // Set the afterpulse probability and time-constant of distribution 1 and 2
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43 | void SetAfterpulse1(Double_t p, Double_t tau) { fAfterpulseProb[0]=p; fAfterpulseTau[0]=tau; }
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44 | void SetAfterpulse2(Double_t p, Double_t tau) { fAfterpulseProb[1]=p; fAfterpulseTau[1]=tau; }
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45 |
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46 | // Set the afterpulse probability for distribution 1 and 2
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47 | void SetAfterpulseProb(Double_t p1, Double_t p2) { fAfterpulseProb[0]=p1; fAfterpulseProb[1]=p2; }
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48 |
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49 | // Getter functions
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50 | Float_t GetCellContent(Int_t x, Int_t y) const { return fHist.GetBinContent(x, y); }
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51 | Int_t GetNumCellsX() const { return fHist.GetNbinsX(); }
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52 |
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53 | Float_t GetCrosstalkProb() const { return fCrosstalkProb; }
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54 | Float_t GetDeadTime() const { return fDeadTime; }
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55 | Float_t GetRecoveryTime() const { return fRecoveryTime; }
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56 | Float_t GetTime() const { return fTime; }
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57 |
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58 | Float_t GetRelaxationTime(Float_t threshold=0.001) const;
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59 |
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60 | Float_t GetLastHit() const { return fHist.GetMaximum(); }
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61 |
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62 | TSortedList &GetListOfAfterpulses() { return fAfterpulses; }
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63 |
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64 | // Functions for easy production of statistics about the cells
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65 | Int_t CountDeadCells(Float_t t=0) const;
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66 | Int_t CountRecoveringCells(Float_t t=0) const;
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67 |
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68 | // --- Lower level user interface ---
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69 |
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70 | // Implementation to hit a specified or random cell
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71 | Float_t HitCell(Int_t x, Int_t y, Float_t t=0);
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72 | Float_t HitRandomCell(Float_t t=0);
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73 |
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74 | // Functions to produce virgin chips or just effected by constant rates
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75 | void FillEmpty(Float_t t=0);
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76 | void FillRandom(Float_t rate, Float_t t=0);
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77 |
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78 | // Produce random pulses with the given rate over a time dt.
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79 | // Processes afterpulses until the new time and deletes previous
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80 | // afterpulses.
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81 | Float_t Evolve(Double_t freq, Double_t dt);
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82 |
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83 | // Delete Afterpulses before fTime. This might be wanted after
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84 | // a call to Evolve or Relax to maintain memeory usage.
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85 | void DeleteAfterpulses() { DeleteAfterpulses(fTime); }
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86 |
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87 | // --- High level user interface ---
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88 |
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89 | // This fills a G-APD with a rough estimated state at a given time
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90 | // T=0. It then evolves the time over the ralaxation time. If the
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91 | // chip is not virgin (i.e. fTime<0) the random filling is omitted
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92 | void Init(Float_t rate) { if (fTime<0) FillRandom(rate); Relax(rate); ShiftTime(); }
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93 |
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94 | // Shifts all times including fTime by dt backwards (adds -dt)
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95 | // This is convenient because you can set the current time (fTime) to 0
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96 | void ShiftTime(Double_t dt);
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97 | void ShiftTime() { ShiftTime(fTime); }
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98 |
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99 | // Functions producing photons hitting cells. It is meant to add
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100 | // many photons with an arrival time t after fTime. The photons
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101 | // must be sorted in time first to ensure proper treatment of the
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102 | // afterpulses.
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103 | Float_t HitRandomCellRelative(Float_t t=0) { ProcessAfterpulses(fTime, t); return HitRandomCell(fTime+t); }
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104 |
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105 | // Produce random pulses with a given frequency until the influence
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106 | // of the effects of the G-APD (relaxation time, afterpulses) are
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107 | // below the given threshold. (Calls Evolve())
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108 | // FIXME: Maybe the calculation of the relaxation time could be optimized?
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109 | Float_t Relax(Double_t freq, Float_t threshold=0.001) { return Evolve(freq, GetRelaxationTime(threshold)); }
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110 |
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111 | // Issue afterpulses until fTime+dt and set fTime to fTime+dt
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112 | // This is needed to create all afterpulses from external pulses
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113 | // and afterpulses until the time fTime+dt. This makes mainly
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114 | // the list of afterpulses complete until fTime+dt
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115 | void IncreaseTime(Float_t dt) { ProcessAfterpulses(fTime, dt); fTime += dt; }
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116 |
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117 | // TObject
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118 | void Draw(Option_t *o="") { fHist.Draw(o); }
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119 | void DrawCopy(Option_t *o="") { fHist.DrawCopy(o); }
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120 |
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121 | ClassDef(APD, 1) // An object representing a Geigermode APD
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122 | };
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123 |
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124 | class Afterpulse : public TObject
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125 | {
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126 | private:
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127 | UInt_t fCellIndex; // Index of G-APD cell the afterpulse belongs to
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128 |
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129 | Float_t fTime; // Time at which the afterpulse avalanch broke through
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130 | Float_t fAmplitude; // Amplitude (crosstalk!) the pulse produced
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131 |
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132 | Int_t Compare(const TObject *obj) const
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133 | {
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134 | return static_cast<const Afterpulse*>(obj)->fTime>fTime ? -1 : 1;
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135 | }
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136 |
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137 | Bool_t IsSortable() const { return kTRUE; }
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138 |
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139 | public:
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140 | Afterpulse(UInt_t idx, Float_t t) : fCellIndex(idx), fTime(t), fAmplitude(0) { }
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141 |
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142 | UInt_t GetCellIndex() const { return fCellIndex; }
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143 |
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144 | Float_t GetTime() const { return fTime; }
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145 | Float_t GetAmplitude() const { return fAmplitude; }
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146 |
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147 | Float_t Process(APD &apd)
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148 | {
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149 | // Do not process afterpulses twice (e.g. HitRelative + IncreaseTime)
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150 | // This should not happen anyway
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151 | // if (fAmplitude>0)
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152 | // return fAmplitude;
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153 |
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154 | const UInt_t nx = apd.GetNumCellsX()+2;
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155 |
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156 | const UInt_t x = fCellIndex%nx;
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157 | const UInt_t y = fCellIndex/nx;
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158 |
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159 | fAmplitude = apd.HitCellImp(x, y, fTime);
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160 |
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161 | return fAmplitude;
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162 | }
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163 | ClassDef(Afterpulse, 1) // An Afterpulse object
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164 | };
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165 |
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166 | #endif
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