Version 1.9
@Revert files that were accidentally changed in decay generator commit.
date 2006.01.13.00.51.48; author volsung; state Exp;
Version 1.8
@decaychain generator added
date 2006.01.12.22.56.31; author seligman; state Exp;
Version 1.7
@Forgot to actually call the function that sets the sensitive detector
specificed in the database. Only affected veto, since PMT is handled
separately. Thanks to Steve Sekula for much detective work in narrowing
down this bug. (Also commented out visualization commands that caused
problems and upped the muon energy to 90 GeV for some good fireworks.)
date 2006.01.11.18.52.32; author volsung; state Exp;
Version 1.6
@Macro no longer crashes RAT, but it doesn't seem to register hits.
date 2005.12.13.20.33.17; author volsung; state Exp;
Version 1.5
@Steve Sekula:
I have fixed a few things in the mac/veto_test.mac file:
(1) I removed the call of the update command, which now crashes the simulation
when called (it's no longer necessary anyway)
(2) I adjusted the way the geometry is displayed so that the world, the
cave, all of the veto, and only the detector down to the level of PMTs is
drawn. This saves time when writing HepRep files.
date 2005.11.10.23.05.51; author sekula; state Exp;
Version 1.4
@Fix up macros to use some sort of DAQ processor(s).
date 2005.11.08.17.02.23; author volsung; state Exp;
Version 1.3
@Major rewrite of event data structure and RATProcessor API.
I think all of the code and macros here have be updated correctly.
date 2005.10.13.18.39.19; author volsung; state Exp;
Version 1.2
@Steve Sekula:
I've made several important changes relevant to the implementation of the
the veto system:
(1) Migrated the GLG4sim/{include,src}/GLG4Vet* classes to
{include,src}/BWVet*. This is to avoid introducing Braidwood-
specific code into GLG4sim. Eventually we might consider making
a "generic" veto system for permanent inclusion into GLG4sim.
(2) Implented a processor for RAT to accumulate veto system
information in the ROOT tree.
(3) General code clean-up (removed unnecessary comments, control
output with "verbose" flag)
date 2005.09.28.05.04.23; author sekula; state Exp;
Version 1.1
@Steve Sekula:
RAT
- added veto system to BW_ConstructDetector
- changed physWorld to be a rock instead of air structure.
- added air pocket (physCave) to physWorld (*)
affected classes:
BWDetectorConstruction
BW_ConstructDetector
GLG4Sim
- created GLG4VetXYZ classes
- GLG4VetVetoSystem
- GLG4VetGenericChamber
- GLG4VetGenericChamberHit
- added new materials and elements to GLG4DetectorConstruction
- Concrete of all kinds (CHESS, Kaplan, ...)
- elements needed for concrete (Na, Ba, Ca, etc.)
- Added ability to override GLG4params when reading from file
(UICommand glg4param_read) (**)
- Added the ability to re-initialize ("update") the geometry on the fly.
This is critical if you change a geometry parameter at the macro level
and need to update those changes into the simulation. This is executed
via the /detector/update command in the macro, and must be executed
before the beamOn directive for changes to have an effect.
affected classes:
GLG4DetectorConstruction
GLG4DetectorMessenger
GLG4DebugMessenger
data
- added settings_veto_dfl.dat to configure veto system (default, veto disabled)
- added settings_veto_test.dat to configure the veto system (enables veto)
mac
- added veto_test.mac to test veto system
(*) the physWorld was a big air pocket. For the veto, we need the rock in order to get
neutron production by muon spallation. I made physWorld out of rock, then added physCave,
an air pocket, with ~1-2m clearance on all sides of the veto. Shall I make this a
permanent feature, or control it with a switch in the GLG4params database?
(**) The GLG4params wouldn't override defauly values when loading from a text file. I
added this functionality, controlled by a switch in the .mac file.
(see GLG4sim/src/GLG4DebugMessenger.cc)
date 2005.09.15.21.57.04; author sekula; state Exp;
Matthew Worcester Last modified: Thu Jan 12 18:52:00 CST 2006