|Message: Re: Time Limiting opticalPhotons||Not Logged In (login)|
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That explains the LimiterBuilder problem. I will give that a shot tomorrow, thank you for your guidance.
As far as the "stuck particles," I can't find where they are getting stuck reliably. Even with the verbosity set to max, they just don't happen often enough to spot a pattern. The one time I was able to find a stuck particle with the verbosity up, it was simply stuck at an interface between a G4Box and it's mother volume. The interface has "polishedteflonair" and is between a scintillator and Air, and the opticalPhotons "bounce" off that interface hundreds of times per track, so I'm not sure why they are getting stuck sometimes. I don't have any geometry overlaps (other than the one's I've meant to have, because the scintillator is inside a case), which has caused my problems before, but isn't this time.
Is there a quick way to add a Step Limit, not such as max step size, but perhaps... "if this opticalphoton has taken more than 500,000 steps, then fStopAndKill the track?" It would be an artificial "timing mechanism."
I can see that I could set a variable in UserSteppingAction that resets for every opticalPhoton's first step and then counts up for each subsequent step. Then I could check that value against some user-defined maximum that could then kill the track if necessary. However, that seems a very ugly way to handle that, if there is a built in tracking mechanism for this that would be more streamlined and not require an extra if statement for each step.
Thanks again for your help, Zach
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