#ifndef MARS_MAvalanchePhotoDiode #define MARS_MAvalanchePhotoDiode #ifndef ROOT_TH2 #include #endif #ifndef ROOT_TSortedList #include #endif class Afterpulse : public TObject { private: UInt_t fCellIndex; // Index of G-APD cell the afterpulse belongs to Float_t fTime; // Time at which the afterpulse avalanch broke through Float_t fAmplitude; // Amplitude (crosstalk!) the pulse produced Int_t Compare(const TObject *obj) const { return static_cast(obj)->fTime>fTime ? -1 : 1; } Bool_t IsSortable() const { return kTRUE; } public: Afterpulse(UInt_t idx, Float_t t) : fCellIndex(idx), fTime(t), fAmplitude(0) { } UInt_t GetCellIndex() const { return fCellIndex; } Float_t GetTime() const { return fTime; } Float_t GetAmplitude() const { return fAmplitude; } Float_t Process(APD &apd) { // Do not process afterpulses twice (e.g. HitRelative + IncreaseTime) // This should not happen anyway // if (fAmplitude>0) // return fAmplitude; const UInt_t nx = apd.GetNumCellsX()+2; const UInt_t x = fCellIndex%nx; const UInt_t y = fCellIndex/nx; fAmplitude = apd.HitCellImp(x, y, fTime); return fAmplitude; } }; class APD : public TObject // FIXME: Derive from TH2? { friend class Afterpulse; private: TH2F fHist; TSortedList fAfterpulses; //! List of produced afterpulses Float_t fCrosstalkProb; // Probability that a converted photon creates another one in a neighboring cell Float_t fDeadTime; // Deadtime of a single cell after a hit Float_t fRecoveryTime; // Recoverytime after Deadtime (1-exp(-t/fRecoveryTime) Float_t fAfterpulseProb[2]; // Afterpulse probabilities Float_t fAfterpulseTau[2]; // Afterpulse time constants Float_t fTime; // A user settable time of the system // The implementation of the cell behaviour (crosstalk and afterpulses) Float_t HitCellImp(Int_t x, Int_t y, Float_t t=0); // Processing of afterpulses void GenerateAfterpulse(UInt_t cell, Int_t idx, Double_t charge, Double_t t); void ProcessAfterpulses(Float_t time, Float_t dt); void DeleteAfterpulses(Float_t time); public: APD(Int_t n, Float_t prob=0, Float_t dt=0, Float_t rt=0); // --- Setter and Getter ---- // Set the afterpulse probability and time-constant of distribution 1 and 2 void SetAfterpulse1(Double_t p, Double_t tau) { fAfterpulseProb[0]=p; fAfterpulseTau[0]=tau; } void SetAfterpulse2(Double_t p, Double_t tau) { fAfterpulseProb[1]=p; fAfterpulseTau[1]=tau; } // Set the afterpulse probability for distribution 1 and 2 void SetAfterpulseProb(Double_t p1, Double_t p2) { fAfterpulseProb[0]=p1; fAfterpulseProb[1]=p2; } // Getter functions Float_t GetCellContent(Int_t x, Int_t y) const { return fHist.GetBinContent(x, y); } Int_t GetNumCellsX() const { return fHist.GetNbinsX(); } Float_t GetCrosstalkProb() const { return fCrosstalkProb; } Float_t GetDeadTime() const { return fDeadTime; } Float_t GetRecoveryTime() const { return fRecoveryTime; } Float_t GetTime() const { return fTime; } Float_t GetRelaxationTime(Float_t threshold=0.001) const; Float_t GetLastHit() const { return fHist.GetMaximum(); } TSortedList &GetListOfAfterpulses() { return fAfterpulses; } // Functions for easy production of statistics about the cells Int_t CountDeadCells(Float_t t=0) const; Int_t CountRecoveringCells(Float_t t=0) const; // --- Lower level user interface --- // Implementation to hit a specified or random cell Float_t HitCell(Int_t x, Int_t y, Float_t t=0); Float_t HitRandomCell(Float_t t=0); // Functions to produce virgin chips or just effected by constant rates void FillEmpty(Float_t t=0); void FillRandom(Float_t rate, Float_t t=0); // Produce random pulses with the given rate over a time dt. // Processes afterpulses until the new time and deletes previous // afterpulses. Float_t Evolve(Double_t freq, Double_t dt); // Delete Afterpulses before fTime. This might be wanted after // a call to Evolve or Relax to maintain memeory usage. void DeleteAfterpulses() { DeleteAfterpulses(fTime); } // --- High level user interface --- // This fills a G-APD with a rough estimated state at a given time // T=0. It then evolves the time over the ralaxation time. If the // chip is not virgin (i.e. fTime<0) the random filling is omitted void Init(Float_t rate) { if (fTime<0) FillRandom(rate); Relax(rate); ShiftTime(); } // Shifts all times including fTime by dt backwards (adds -dt) // This is convenient because you can set the current time (fTime) to 0 void ShiftTime(Double_t dt); void ShiftTime() { ShiftTime(fTime); } // Functions producing photons hitting cells. It is meant to add // many photons with an arrival time t after fTime. The photons // must be sorted in time first to ensure proper treatment of the // afterpulses. Float_t HitRandomCellRelative(Float_t t=0) { ProcessAfterpulses(fTime, t); return HitRandomCell(fTime+t); } // Produce random pulses with a given frequency until the influence // of the effects of the G-APD (relaxation time, afterpulses) are // below the given threshold. (Calls Evolve()) // FIXME: Maybe the calculation of the relaxation time could be optimized? Float_t Relax(Double_t freq, Float_t threshold=0.001) { return Evolve(freq, GetRelaxationTime(threshold)); } // Issue afterpulses until fTime+dt and set fTime to fTime+dt // This is needed to create all afterpulses from external pulses // and afterpulses until the time fTime+dt. This makes mainly // the list of afterpulses complete until fTime+dt void IncreaseTime(Float_t dt) { ProcessAfterpulses(fTime, dt); fTime += dt; } // TObject void Draw(Option_t *o="") { fHist.Draw(o); } void DrawCopy(Option_t *o="") { fHist.DrawCopy(o); } ClassDef(APD, 1) // An object representing a Geigermode APD }; #endif