Dead time is the percentage of time that your detector is unable to record events either from material considerations (light transport), electronics (very slow ADC), or online data processing. In determining the GARRn (see PNNL 18903 if intrested . . .) we measure the response of our films to a mixed spectra. The additional gamma flux causes a bunch of low energy counts that aren't present in the pure neutron field, which increases the dead time. This then cases the spectra to shift to lower energies with a larger gamma flux.
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| As more sources are added the dead time went to ~5%. |
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However, as you can see by the tail, events are still taking place at high channel numbers, they are just not being sampled as frequently. Kinda neat now the recording of spectra can be thought of a monte carlo sampling. If we increase the LLD from channel 150 to 1,000 then we see that this artifact disappears (mostly).
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| Higher LLD decreases the dead time, causing a more accurate sampling. No idea why the 6uCi is shifted to the right. |
Further in Monte Carlo world, I've been trying to prove the optimal Battleship (board game) game play based on minimizing the discrepancy. They use this same idea in quasi-random number generators, where the pick the random values in a predetermined sequence which minimizes the region that is not sampled; for example the Halton Sequence is base two on the interval (0 1] is 1/2, 3/4,1/4,5/8,3/8,7/8,1/8, etc.
I'm trying to update to Geant4.5 to use their new constructors (I want to avoid defining my own sensitive detector and related hit classes) so I'm back to trying to get Geant4 to work in Visual Studio. It really seems to be full proof, but somewhere I am messing up at the final build, probably because I installed my make tools in Program Files, which has a space in it so won't be treated a properly in a relative path.