Difference between revisions of "Calibration Dashboard"

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(Spring 2015 Calibration Status)
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= Spring 2015 Calibration Status =
+
= Fall 2014 Data Calibration Status =
  
 
This table summarizes the status of the calibrations that have been stored in the CCDB.
 
This table summarizes the status of the calibrations that have been stored in the CCDB.
  
''Last Updated'' -- 20 Jan. 2015
+
''Last Updated'' -- 1 Feb. 2015
  
 
* <span style="color: red">red</span> - This category has not been calibrated
 
* <span style="color: red">red</span> - This category has not been calibrated
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|-  
 
|-  
 
| TAGH  
 
| TAGH  
| style="background-color: yellow;" |
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| style="background-color: green;" |
 
| style="background-color: red;" |
 
| style="background-color: red;" |
 
| style="background-color: red;" |
 
| style="background-color: red;" |
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|-  
 
|-  
 
| TAGM  
 
| TAGM  
| style="background-color: yellow;" |
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| style="background-color: green;" |
 
| style="background-color: red;" |
 
| style="background-color: red;" |
 
| style="background-color: red;" |
 
| style="background-color: red;" |

Revision as of 22:43, 1 February 2015

Fall 2014 Data Calibration Status

This table summarizes the status of the calibrations that have been stored in the CCDB.

Last Updated -- 1 Feb. 2015

  • red - This category has not been calibrated
  • yellow - Calibrations have been partially done, or done with cosmic ray or other non-photon beam data
  • green - Calibrations have been done with photon beam data


Detector Base Time fADC E scale fADC gains fADC timing TDC timing TDC timewalk low-level reco. obj. high-level reco. obj.
BCAL N/A 1 1
CDC N/A N/A
FCAL 1 N/A N/A
FDC N/A N/A
PS/PSC
Start Counter 1
TAGH 1 1
TAGM 1 1
TOF 1

Notes:

  • "Base time" refers to the relative timing between different detectors.
  • The fADC and TDC categories refer to per-channel calibrations.
  • The high-level reconstruction objects are the final inputs to a physics analysis. The low-level reconstruction objects are whatever objects are built from the calibrated hits and used to build the high-level objects.