// Example :
// ---------
// AliAttrib a;
-// a.SetGain(250.7);
// a.SetSlotName("PMT amplitude in Volt");
-// a.SetGain(1340,3);
+// a.SetGain(250.7);
+// a.SetSlotName("Time of flight in ns",2);
+// a.SetOffset(-22.5,2);
// a.SetSlotName("PMT amplitude in ADC",3);
+// a.SetGain(1340,3);
+// a.SetSlotName("TDC",4);
+// a.SetOffset(10.75,"TDC");
// a.SetEdgeOn(3);
-// a.SetOffset(-22.5,2);
-// a.SetSlotName("Time of flight in ns",2);
// a.SetDead(1);
-// a.Data();
+// a.List();
//
//--- Author: Nick van Eijndhoven 18-sep-2003 Utrecht University
//- Modified: NvE $Date$ Utrecht University
}
}
///////////////////////////////////////////////////////////////////////////
-AliAttrib::AliAttrib(AliAttrib& a)
+AliAttrib::AliAttrib(const AliAttrib& a)
{
// Copy constructor
fGains=0;
}
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetNgains()
+Int_t AliAttrib::GetNgains() const
{
// Provide the number of specified gains for this attribute.
Int_t n=0;
return n;
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetNoffsets()
+Int_t AliAttrib::GetNoffsets() const
{
// Provide the number of specified offsets for this attribute.
Int_t n=0;
return n;
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetNcalflags()
+Int_t AliAttrib::GetNcalflags() const
{
// Provide the number of specified calib. flags for this attribute.
Int_t n=0;
return n;
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetNnames()
+Int_t AliAttrib::GetNnames() const
{
// Provide the maximum number of specified names for this attribute.
Int_t n=0;
SetCalFlags(1,oflag,j);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetGain(Double_t gain,TString name)
+{
+// Store gain value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetGain(gain,j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetOffset(Double_t off,Int_t j)
{
// Store offset value of the j-th (default j=1) attribute slot.
SetCalFlags(gflag,1,j);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetOffset(Double_t off,TString name)
+{
+// Store offset value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetOffset(off,j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetCalFlags(Int_t gainflag,Int_t offsetflag,Int_t j)
{
// Store calibration flags of the j-th (default j=1) attribute slot.
fCalflags->AddAt(word,j-1);
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetGainFlag(Int_t j)
+Int_t AliAttrib::GetGainFlag(Int_t j) const
{
// Provide gain flag of the j-th (default j=1) attribute slot.
//
return gflag;
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetOffsetFlag(Int_t j)
+Int_t AliAttrib::GetGainFlag(TString name) const
+{
+// Provide gain flag of the name-specified attribute slot.
+//
+// flag = 1 : Gain was set
+// 0 : Gain was not set
+//
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ Int_t flag=0;
+ if (j>0) flag=GetGainFlag(j);
+ return flag;
+}
+///////////////////////////////////////////////////////////////////////////
+Int_t AliAttrib::GetOffsetFlag(Int_t j) const
{
// Provide offset flag of the j-th (default j=1) attribute slot.
//
return oflag;
}
///////////////////////////////////////////////////////////////////////////
-Float_t AliAttrib::GetGain(Int_t j)
+Int_t AliAttrib::GetOffsetFlag(TString name) const
+{
+// Provide ofset flag of the name-specified attribute slot.
+//
+// flag = 1 : Offset was set
+// 0 : Offset was not set
+//
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ Int_t flag=0;
+ if (j>0) flag=GetOffsetFlag(j);
+ return flag;
+}
+///////////////////////////////////////////////////////////////////////////
+Float_t AliAttrib::GetGain(Int_t j) const
{
// Provide gain value of the j-th (default j=1) attribute slot.
// The first attribute slot is at j=1.
return gain;
}
///////////////////////////////////////////////////////////////////////////
-Float_t AliAttrib::GetOffset(Int_t j)
+Float_t AliAttrib::GetGain(TString name) const
+{
+// Provide gain value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ Float_t gain=0;
+ if (j>0) gain=GetGain(j);
+ return gain;
+}
+///////////////////////////////////////////////////////////////////////////
+Float_t AliAttrib::GetOffset(Int_t j) const
{
// Provide offset value of the j-th (default j=1) attribute slot.
// The first attribute slot at j=1.
return offset;
}
///////////////////////////////////////////////////////////////////////////
+Float_t AliAttrib::GetOffset(TString name) const
+{
+// Provide offset value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ Float_t offset=0;
+ if (j>0) offset=GetOffset(j);
+ return offset;
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::ResetGain(Int_t j)
{
// Reset the gain value of the j-th (default j=1) attribute slot.
}
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::ResetGain(TString name)
+{
+// Reset the gain value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) ResetGain(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::ResetOffset(Int_t j)
{
// Reset the offset value of the j-th (default j=1) attribute slot.
}
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::ResetOffset(TString name)
+{
+// Reset the offset value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) ResetOffset(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::DeleteCalibrations(Int_t mode)
{
// User selected delete of all gains and/or offsets.
fCalflags->AddAt(word,j-1);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetDead(TString name)
+{
+// Set the dead flag to 1 for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetDead(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetAlive(Int_t j)
{
// Set the dead flag to 0 for the j-th (default j=1) attribute slot.
fCalflags->AddAt(word,j-1);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetAlive(TString name)
+{
+// Set the dead flag to 0 for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetAlive(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetEdgeOn(Int_t j)
{
// Set the edge value to 1 for the j-th (default j=1) attribute slot.
SetEdgeValue(1,j);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetEdgeOn(TString name)
+{
+// Set the edge value to 1 for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetEdgeOn(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetEdgeOff(Int_t j)
{
// Set the edge value to 0 for the j-th (default j=1) attribute slot.
SetEdgeValue(0,j);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetEdgeOff(TString name)
+{
+// Set the edge value to 0 for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetEdgeOff(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetEdgeValue(Int_t val,Int_t j)
{
// Set the edge value to "val" for the j-th (default j=1) attribute slot.
fCalflags->AddAt(word,j-1);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::SetEdgeValue(Int_t val,TString name)
+{
+// Set the edge value to "val" for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) SetEdgeValue(val,j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::IncreaseEdgeValue(Int_t j)
{
// Increase the edge value by 1 for the j-th (default j=1) attribute slot.
SetEdgeValue(edge+1,j);
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::IncreaseEdgeValue(TString name)
+{
+// Increase the edge value by 1 for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) IncreaseEdgeValue(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::DecreaseEdgeValue(Int_t j)
{
// Decrease the edge value by 1 for the j-th (default j=1) attribute slot.
SetEdgeValue(edge-1,j);
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetEdgeValue(Int_t j)
+void AliAttrib::DecreaseEdgeValue(TString name)
+{
+// Decrease the edge value by 1 for the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) DecreaseEdgeValue(j);
+}
+///////////////////////////////////////////////////////////////////////////
+Int_t AliAttrib::GetEdgeValue(Int_t j) const
{
// Provide edge value of the j-th (default j=1) attribute slot.
// Note : The first attribute slot is at j=1.
return edge;
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetDeadValue(Int_t j)
+Int_t AliAttrib::GetEdgeValue(TString name) const
+{
+// Provide edge value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ Int_t val=0;
+ if (j>0) val=GetEdgeValue(j);
+ return val;
+}
+///////////////////////////////////////////////////////////////////////////
+Int_t AliAttrib::GetDeadValue(Int_t j) const
{
// Provide dead value of the j-th (default j=1) attribute slot.
// Note : The first attribute slot is at j=1.
return dead;
}
///////////////////////////////////////////////////////////////////////////
-AliAttrib* AliAttrib::MakeCopy(AliAttrib& a)
+Int_t AliAttrib::GetDeadValue(TString name) const
{
-// Make a deep copy of the input object and provide the pointer to the copy.
-// This memberfunction enables automatic creation of new objects of the
-// correct type depending on the argument type, a feature which may be very useful
-// for containers when adding objects in case the container owns the objects.
-
- AliAttrib* att=new AliAttrib(a);
- return att;
+// Provide dead value of the name-specified attribute slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ Int_t val=0;
+ if (j>0) val=GetDeadValue(j);
+ return val;
}
///////////////////////////////////////////////////////////////////////////
void AliAttrib::SetSlotName(TString s,Int_t j)
}
}
///////////////////////////////////////////////////////////////////////////
-TString AliAttrib::GetSlotName(Int_t j)
+TString AliAttrib::GetSlotName(Int_t j) const
{
// Provide the user defined name for the j-th (default j=1) slot.
// Note : The first attribute slot is at j=1.
return s;
}
///////////////////////////////////////////////////////////////////////////
-Int_t AliAttrib::GetSlotIndex(TString name)
+Int_t AliAttrib::GetSlotIndex(TString name) const
{
// Provide the slot index for the matching name.
// If no matching name is found, 0 is returned.
for (Int_t i=0; i<size; i++)
{
TObjString* so=(TObjString*)fNames->At(i);
- s=so->GetString();
+ if (so) s=so->GetString();
if (s==name) index=i+1;
}
}
return index;
}
///////////////////////////////////////////////////////////////////////////
-void AliAttrib::Data(Int_t j)
+void AliAttrib::List(Int_t j) const
{
// Provide attribute information for the j-th slot.
// The first slot is at j=1.
}
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::List(TString name) const
+{
+// Provide attribute information for the name-specified slot.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) List(j);
+}
+///////////////////////////////////////////////////////////////////////////
void AliAttrib::Load(AliAttrib& a,Int_t j)
{
// Load attributes of the j-th slot of the input AliAttrib into this AliAttrib object.
}
}
///////////////////////////////////////////////////////////////////////////
+void AliAttrib::Load(AliAttrib& a,TString name)
+{
+// Load attributes of the name-specified slot of the input AliAttrib into
+// this AliAttrib object.
+//
+// This procedure involves a slot-index search based on the specified name
+// at each invokation. This may become slow in case many slots have been
+// defined and/or when this procedure is invoked many times.
+// In such cases it is preferable to use indexed addressing in the user code
+// either directly or via a few invokations of GetSlotIndex().
+
+ Int_t j=GetSlotIndex(name);
+ if (j>0) Load(a,j);
+}
+///////////////////////////////////////////////////////////////////////////