// calling this method stops acquisition as soon as possible (usually after the current shot) public void Stop() { lock (this) { backendState = AcquisitorState.stopping; } }
public void StartTargetStepper(BlockConfig config) { this.config = config; acquireThread = new Thread(new ThreadStart(this.AcquireAndStepTarget)); acquireThread.Name = "BlockHead Acquisitor"; acquireThread.Priority = ThreadPriority.Highest; backendState = AcquisitorState.running; acquireThread.Start(); }
public void AcquireStart(int numberOfScans) { this.numberOfScans = numberOfScans; acquireThread = new Thread(new ThreadStart(this.Acquire)); acquireThread.Name = "ScanMaster Acquisitor"; acquireThread.Priority = ThreadPriority.Normal; backendState = AcquisitorState.running; acquireThread.Start(); }
// calling this method starts acquisition public void Start(BlockConfig config) { this.config = config; acquireThread = new Thread(new ThreadStart(this.Acquire)); acquireThread.Name = "BlockHead Acquisitor"; acquireThread.Priority = ThreadPriority.Normal; backendState = AcquisitorState.running; acquireThread.Start(); }
private bool CheckIfStopping() { lock (this) { if (backendState == AcquisitorState.stopping) { backendState = AcquisitorState.stopped; return(true); } else { return(false); } } }
private bool CheckIfStopping() { lock(this) { if (backendState == AcquisitorState.stopping) { backendState = AcquisitorState.stopped; return true; } else return false; } }
// calling this method stops acquisition as soon as possible (usually after the current shot) public void Stop() { lock(this) { backendState = AcquisitorState.stopping; } }
private void Acquire() { try { // lock a monitor onto the acquisitor, to synchronise with the controller // when acquiring a set number of scans - the monitor is released in // AcquisitionFinishing() Monitor.Enter(AcquisitorMonitorLock); // initialise all of the plugins config.outputPlugin.AcquisitionStarting(); config.pgPlugin.AcquisitionStarting(); config.shotGathererPlugin.AcquisitionStarting(); config.switchPlugin.AcquisitionStarting(); config.yagPlugin.AcquisitionStarting(); config.analogPlugin.AcquisitionStarting(); for (int scanNumber = 0 ;; scanNumber++) { // prepare for the scan start config.outputPlugin.ScanStarting(); config.pgPlugin.ScanStarting(); config.shotGathererPlugin.ScanStarting(); config.switchPlugin.ScanStarting(); config.yagPlugin.ScanStarting(); config.analogPlugin.ScanStarting(); for (int pointNumber = 0 ; pointNumber < (int)config.outputPlugin.Settings["pointsPerScan"] ; pointNumber++) { // calculate the new scan parameter and move the scan along config.outputPlugin.ScanParameter = NextScanParameter(pointNumber, scanNumber); // check for a change in the pg parameters lock(this) { if (tweakFlag) { // now it's safe to update the pattern generator settings // and ask the pg to reload SettingsReflector sr = new SettingsReflector(); sr.SetField(config.pgPlugin, latestTweak.parameter, latestTweak.newValue.ToString()); config.pgPlugin.ReloadPattern(); tweakFlag = false; } } ScanPoint sp = new ScanPoint(); sp.ScanParameter = config.outputPlugin.ScanParameter; for (int shotNum = 0; shotNum < (int)(config.outputPlugin.Settings["shotsPerPoint"]); shotNum++) { // Set the switch state config.switchPlugin.State = true; // wait for the data gatherer to finish config.shotGathererPlugin.ArmAndWait(); // read out the data sp.OnShots.Add(config.shotGathererPlugin.Shot); if ((bool)config.switchPlugin.Settings["switchActive"]) { config.switchPlugin.State = false; config.shotGathererPlugin.ArmAndWait(); sp.OffShots.Add(config.shotGathererPlugin.Shot); } } // sample the analog channels and add them to the ScanPoint config.analogPlugin.ArmAndWait(); sp.Analogs.AddRange(config.analogPlugin.Analogs); // send up the data bundle DataEventArgs evArgs = new DataEventArgs(); evArgs.point = sp; OnData(evArgs); // check for exit if (CheckIfStopping()) { AcquisitionFinishing(config); return; } } // prepare for the start of the next scan OnScanFinished(); config.pgPlugin.ScanFinished(); config.yagPlugin.ScanFinished(); config.outputPlugin.ScanFinished(); config.shotGathererPlugin.ScanFinished(); config.switchPlugin.ScanFinished(); config.analogPlugin.ScanFinished(); // I think that this pause will workaround an annoying threading bug // I should probably be less cheezy and put a lock in, but I'm not really // sure that I know what the bug is as it's intermittent (and rare). Thread.Sleep(750); // check if we are finished scanning if (scanNumber + 1 == numberOfScans) { backendState = AcquisitorState.stopped; // set the controller state to stopped Controller.GetController().appState = Controller.AppState.stopped; AcquisitionFinishing(config); return; } } } catch (Exception e) { // last chance exception handler - this stops a rogue exception in the // acquire loop from killing the whole program Console.Error.Write(e.Message + e.StackTrace); MessageBox.Show("Exception caught in acquire loop.\nTake care - the program " + "is probably unstable.\n" + e.Message + "\n" + e.StackTrace, "Acquire error", MessageBoxButtons.OK, MessageBoxIcon.Error); // Try and stop the pattern gracefully before the program dies config.pgPlugin.AcquisitionFinished(); lock (this) backendState = AcquisitorState.stopped; } }
private void Acquire() { try { // lock a monitor onto the acquisitor, to synchronise with the controller // when acquiring a set number of scans - the monitor is released in // AcquisitionFinishing() Monitor.Enter(AcquisitorMonitorLock); // initialise all of the plugins config.outputPlugin.AcquisitionStarting(); config.pgPlugin.AcquisitionStarting(); config.shotGathererPlugin.AcquisitionStarting(); config.switchPlugin.AcquisitionStarting(); config.yagPlugin.AcquisitionStarting(); config.analogPlugin.AcquisitionStarting(); for (int scanNumber = 0;; scanNumber++) { // prepare for the scan start config.outputPlugin.ScanStarting(); config.pgPlugin.ScanStarting(); config.shotGathererPlugin.ScanStarting(); config.switchPlugin.ScanStarting(); config.yagPlugin.ScanStarting(); config.analogPlugin.ScanStarting(); for (int pointNumber = 0; pointNumber < (int)config.outputPlugin.Settings["pointsPerScan"]; pointNumber++) { // calculate the new scan parameter and move the scan along config.outputPlugin.ScanParameter = NextScanParameter(pointNumber, scanNumber); // check for a change in the pg parameters lock (this) { if (tweakFlag) { // now it's safe to update the pattern generator settings // and ask the pg to reload SettingsReflector sr = new SettingsReflector(); sr.SetField(config.pgPlugin, latestTweak.parameter, latestTweak.newValue.ToString()); config.pgPlugin.ReloadPattern(); tweakFlag = false; } } ScanPoint sp = new ScanPoint(); sp.ScanParameter = config.outputPlugin.ScanParameter; for (int shotNum = 0; shotNum < (int)(config.outputPlugin.Settings["shotsPerPoint"]); shotNum++) { // Set the switch state config.switchPlugin.State = true; // wait for the data gatherer to finish config.shotGathererPlugin.ArmAndWait(); // read out the data sp.OnShots.Add(config.shotGathererPlugin.Shot); if ((bool)config.switchPlugin.Settings["switchActive"]) { config.switchPlugin.State = false; config.shotGathererPlugin.ArmAndWait(); sp.OffShots.Add(config.shotGathererPlugin.Shot); } } // sample the analog channels and add them to the ScanPoint config.analogPlugin.ArmAndWait(); sp.Analogs.AddRange(config.analogPlugin.Analogs); // send up the data bundle DataEventArgs evArgs = new DataEventArgs(); evArgs.point = sp; OnData(evArgs); // check for exit if (CheckIfStopping()) { AcquisitionFinishing(config); return; } } // prepare for the start of the next scan OnScanFinished(); config.pgPlugin.ScanFinished(); config.yagPlugin.ScanFinished(); config.outputPlugin.ScanFinished(); config.shotGathererPlugin.ScanFinished(); config.switchPlugin.ScanFinished(); config.analogPlugin.ScanFinished(); // I think that this pause will workaround an annoying threading bug // I should probably be less cheezy and put a lock in, but I'm not really // sure that I know what the bug is as it's intermittent (and rare). Thread.Sleep(750); // check if we are finished scanning if (scanNumber + 1 == numberOfScans) { backendState = AcquisitorState.stopped; // set the controller state to stopped Controller.GetController().appState = Controller.AppState.stopped; AcquisitionFinishing(config); return; } } } catch (Exception e) { // last chance exception handler - this stops a rogue exception in the // acquire loop from killing the whole program Console.Error.Write(e.Message + e.StackTrace); MessageBox.Show("Exception caught in acquire loop.\nTake care - the program " + "is probably unstable.\n" + e.Message + "\n" + e.StackTrace, "Acquire error", MessageBoxButtons.OK, MessageBoxIcon.Error); // Try and stop the pattern gracefully before the program dies config.pgPlugin.AcquisitionFinished(); lock (this) backendState = AcquisitorState.stopped; } }