VEXPController.cpp 7.66 KB
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/*
 * Nomad Instrument Control Software
 *
 * Copyright 2011 Institut Laue-Langevin
 *
 * Licensed under the EUPL, Version 1.1 only (the "License");
 * You may not use this work except in compliance with the Licence.
 * You may obtain a copy of the Licence at:
 *
 * http://joinup.ec.europa.eu/software/page/eupl
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the Licence is distributed on an "AS IS" basis,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the Licence for the specific language governing permissions and
 * limitations under the Licence.
 */

#include "VEXPController.h"
#include "controllers/common/family/Families.h"

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using namespace boost;

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namespace vexp {

const string VEXPController::TYPE = "vexp_controller";

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const int32 VEXPController::PARAMETERS_OK = 1;
const int32 VEXPController::BAD_PARAMETERS = 2;

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VEXPController::VEXPController(const string& name) :
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	ExperimentController(name), m_running(true), m_errorDuringCalculation(false) {
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	m_loopThread.reset();

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	setFamily(family::HIDDEN);

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	as.init(this, NOSAVE, "as");
	bs.init(this, NOSAVE, "bs");
	cs.init(this, NOSAVE, "cs");
	aa.init(this, NOSAVE, "aa");
	bb.init(this, NOSAVE, "bb");
	cc.init(this, NOSAVE, "cc");
	ax.init(this, NOSAVE, "ax");
	ay.init(this, NOSAVE, "ay");
	az.init(this, NOSAVE, "az");
	bx.init(this, NOSAVE, "bx");
	by.init(this, NOSAVE, "by");
	bz.init(this, NOSAVE, "bz");
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	u.init(this, NOSAVE, "Umatrix");
	b.init(this, NOSAVE, "Bmatrix");

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	qh.init(this, NOSAVE, "qh");
	qk.init(this, NOSAVE, "qk");
	ql.init(this, NOSAVE, "ql");
	en.init(this, NOSAVE, "en");
	qm.init(this, NOSAVE, "qm");

	ki.init(this, NOSAVE, "ki");
	kf.init(this, NOSAVE, "kf");

	a1.init(this, NOSAVE, "a1");
	a2.init(this, NOSAVE, "a2");
	a3.init(this, NOSAVE, "a3");
	a4.init(this, NOSAVE, "a4");
	a5.init(this, NOSAVE, "a5");
	a6.init(this, NOSAVE, "a6");

	state.init(this, NOSAVE, "state");
	errorMessage.init(this, NOSAVE, "error_message");
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	tasSettings.init(this, "tas_settings");
	sample.init(this, "sample");
	scattering.init(this, "scattering");
	incidentBeam.init(this, "incident_beam");
	scatteredBeam.init(this, "scattered_beam");
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	a1Controller.init(this, "A1");
	a2Controller.init(this, "A2");
	a3Controller.init(this, "A3");
	a4Controller.init(this, "A4");
	a5Controller.init(this, "A5");
	a6Controller.init(this, "A6");
}

VEXPController::VEXPController(const VEXPController& controller) :
	ExperimentController(controller), m_running(false), m_errorDuringCalculation(false) {
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}

VEXPController::~VEXPController() {
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	m_running = false;

	// Get the mutex and notify the condition.
	{
		mutex::scoped_lock lock(m_mutex);
		m_waitCondition.notify_one();
	}

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	if (m_loopThread.get() != NULL) {
		m_loopThread->join();
	}}
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void VEXPController::updateUMatrix() {
	u.update(sample->uRef());
	u.setSize(sample->uRef.getSize());
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	u.sendEvent();
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}

void VEXPController::updateBMatrix() {
	b.update(tasSettings->b());
	b.setSize(tasSettings->b.getSize());
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	b.sendEvent();
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}

void VEXPController::refreshFloat64Property(SimpleProperty<float64>& property, float64 value) {

	// Update the value.
	property = value;

	// Get the mutex and notify the condition.
	{
		mutex::scoped_lock lock(m_mutex);
		m_waitCondition.notify_one();
	}
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}

void VEXPController::postConfiguration() {

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	// Copy the values.
	as.update(tasSettings->as());
	bs.update(tasSettings->bs());
	cs.update(tasSettings->cs());
	aa.update(tasSettings->aa());
	bb.update(tasSettings->bb());
	cc.update(tasSettings->cc());
	ax.update(tasSettings->ax());
	ay.update(tasSettings->ay());
	az.update(tasSettings->az());
	bx.update(tasSettings->bx());
	by.update(tasSettings->by());
	bz.update(tasSettings->bz());

	updateUMatrix();
	updateBMatrix();

	qh.update(scattering->qh.setpoint());
	qk.update(scattering->qk.setpoint());
	ql.update(scattering->ql.setpoint());
	en.update(scattering->en.setpoint());
	qm.update(scattering->qm.setpoint());

	ki.update(incidentBeam->ki.setpoint());
	kf.update(scatteredBeam->kf.setpoint());

	a1.update(a1Controller->position.setpoint());
	a2.update(a2Controller->position.setpoint());
	a3.update(a3Controller->position.setpoint());
	a4.update(a4Controller->position.setpoint());
	a5.update(a5Controller->position.setpoint());
	a6.update(a6Controller->position.setpoint());

	// Register the property updaters.
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	registerPropertyCopierByUpdate(tasSettings->as, as);
	registerPropertyCopierByUpdate(tasSettings->bs, bs);
	registerPropertyCopierByUpdate(tasSettings->cs, cs);
	registerPropertyCopierByUpdate(tasSettings->aa, aa);
	registerPropertyCopierByUpdate(tasSettings->bb, bb);
	registerPropertyCopierByUpdate(tasSettings->cc, cc);
	registerPropertyCopierByUpdate(tasSettings->ax, ax);
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	registerPropertyCopierByUpdate(tasSettings->ay, ay);
	registerPropertyCopierByUpdate(tasSettings->az, az);
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	registerPropertyCopierByUpdate(tasSettings->bx, bx);
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	registerPropertyCopierByUpdate(tasSettings->by, by);
	registerPropertyCopierByUpdate(tasSettings->bz, bz);

	registerUpdater(sample->uRef, &VEXPController::updateUMatrix, this);
	registerUpdater(sample->b, &VEXPController::updateBMatrix, this);

	registerPropertyCopierByUpdate(scattering->qh.setpoint, qh);
	registerPropertyCopierByUpdate(scattering->qk.setpoint, qk);
	registerPropertyCopierByUpdate(scattering->ql.setpoint, ql);
	registerPropertyCopierByUpdate(scattering->en.setpoint, en);
	registerPropertyCopierByUpdate(scattering->qm.setpoint, qm);

	registerPropertyCopierByUpdate(incidentBeam->ki.setpoint, ki);
	registerPropertyCopierByUpdate(scatteredBeam->kf.setpoint, kf);

	registerPropertyCopierByUpdate(a1Controller->position.setpoint, a1);
	registerPropertyCopierByUpdate(a2Controller->position.setpoint, a2);
	registerPropertyCopierByUpdate(a3Controller->position.setpoint, a3);
	registerPropertyCopierByUpdate(a4Controller->position.setpoint, a4);
	registerPropertyCopierByUpdate(a5Controller->position.setpoint, a5);
	registerPropertyCopierByUpdate(a6Controller->position.setpoint, a6);

	// Register the refreshers.
	registerRefresher(qh, &VEXPController::refreshFloat64Property, this, scattering->qh.setpoint);
	registerRefresher(qk, &VEXPController::refreshFloat64Property, this, scattering->qk.setpoint);
	registerRefresher(ql, &VEXPController::refreshFloat64Property, this, scattering->ql.setpoint);
	registerRefresher(en, &VEXPController::refreshFloat64Property, this, scattering->en.setpoint);
	registerRefresher(qm, &VEXPController::refreshFloat64Property, this, scattering->qm.setpoint);

	registerRefresher(ki, &VEXPController::refreshFloat64Property, this, incidentBeam->ki.setpoint);
	registerRefresher(kf, &VEXPController::refreshFloat64Property, this, scatteredBeam->kf.setpoint);

	// Start the thread.
	m_loopThread.reset(new thread(bind(&VEXPController::loop, this)));
}

void VEXPController::loop() {

	while (m_running) {

		// Calculate if the controller is still running.
		if (m_running) {
			calculate();
		}

		// Get the mutex and wait for a new calculation.
		{
			mutex::scoped_lock lock(m_mutex);

			m_waitCondition.wait(lock);
		}
	}

}

void VEXPController::calculate() {

	common::Date begin;

	// We set the variable to false to check if an error occurs during the calculation.
	m_errorDuringCalculation = false;

	// Start the scattering controller to have the update of values.
	scattering->startCommand(false);

	// Check if an error occurred.
	if (m_errorDuringCalculation) {
		state = BAD_PARAMETERS;
	}
	else {
		state = PARAMETERS_OK;
	}

	cout << "Calculate in " << (common::Date() - begin).getMilliseconds() << "ms" << endl;
}

void VEXPController::updateError(ChangeAspect* aspect) {

	// This function should be called during the calculate call.
	m_errorDuringCalculation = true;
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	// Update the error message.
	errorMessage = aspect->getStringParam();
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}

}