9,418 research outputs found

    Universal Interface of TAUOLA Technical and Physics Documentation

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    Because of their narrow width, tau decays can be well separated from their production process. Only spin degrees of freedom connect these two parts of the physics process of interest for high energy collision experiments. In the following, we present a Monte Carlo algorithm which is based on that property. The interface supplements events generated by other programs, with tau decays. Effects of spin, genuine weak corrections or of new physics may be taken into account at the time when a tau decay is generated and written into an event record.Comment: 1+44 pages, 17 eps figure

    PHOTOS Interface in C++; Technical and Physics Documentation

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    For five years now, PHOTOS Monte Carlo for bremsstrahlung in the decay of particles and resonances has been available with an interface to the C++ HepMC event record. The main purpose of the present paper is to document the technical aspects of the PHOTOS Monte Carlo installation and present version use. A multitude of test results and examples are distributed together with the program code. The PHOTOS C++ physics precision is better than its FORTRAN predecessor and more convenient steering options are also available. An algorithm for the event record interface necessary for process dependent photon emission kernel is implemented. It is used in Z and W decays for kernels of complete first order matrix elements of the decays. Additional emission of final state lepton pairs is also available. Physics assumptions used in the program and properties of the solution are reviewed. In particular, it is explained how the second order matrix elements were used in design and validation of the program iteration procedure. Also, it is explained that the phase space parametrization used in the program is exact.Comment: Updated version; for the program as of April 201

    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    GEANT4 : a simulation toolkit

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    Abstract Geant4 is a toolkit for simulating the passage of particles through matter. It includes a complete range of functionality including tracking, geometry, physics models and hits. The physics processes offered cover a comprehensive range, including electromagnetic, hadronic and optical processes, a large set of long-lived particles, materials and elements, over a wide energy range starting, in some cases, from 250 eV and extending in others to the TeV energy range. It has been designed and constructed to expose the physics models utilised, to handle complex geometries, and to enable its easy adaptation for optimal use in different sets of applications. The toolkit is the result of a worldwide collaboration of physicists and software engineers. It has been created exploiting software engineering and object-oriented technology and implemented in the C++ programming language. It has been used in applications in particle physics, nuclear physics, accelerator design, space engineering and medical physics. PACS: 07.05.Tp; 13; 2

    Graph Creation, Visualisation and Transformation

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    We describe a tool to create, edit, visualise and compute with interaction nets - a form of graph rewriting systems. The editor, called GraphPaper, allows users to create and edit graphs and their transformation rules using an intuitive user interface. The editor uses the functionalities of the TULIP system, which gives us access to a wealth of visualisation algorithms. Interaction nets are not only a formalism for the specification of graphs, but also a rewrite-based computation model. We discuss graph rewriting strategies and a language to express them in order to perform strategic interaction net rewriting
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