Project

General

Profile

Terminology » History » Version 1

Amber Herold, 04/14/2010 03:18 PM

1 1 Amber Herold
h1. Terminology
2
3
h2. Terminology
4
5
6
7
8
h2. Application
9
10
11
12
A Leginon application is image acquisition process that is built of several smaller
13
pieces called 'nodes'. An application defines your preferred scheme for how to acquire
14
images. An application definition includes which nodes to use, how they are connected, and
15
where they are running (possibly distributed across several machines). These three concepts
16
of applications (nodes, events, launchers) are described in more detail below. A typical
17
application involves several stages of image acquisition and image processing. Once an
18
application is designed, it can be used repeatedly for different sessions. An application
19
design can be exported for use on other Leginon installations.
20
21
22
23
24
25
h2. Session
26
27
28
29
A session is defined as an execution from start to finish of a Leginon application. All
30
data (images, results, etc.) that are created by Leginon is associated with some session.
31
The first thing a user must do when starting Leginon is create a session, or continue an
32
existing session.
33
34
35
36
37
38
h2. Instrument
39
40
41
42
An instrument is the microscope/camera system used for acquiring data during a
43
particular session. The facility at which Leginon is installed may have several different
44
microscopes, each with a unique camera setup. Each system is an instance of an
45
Instrument.
46
47
48
49
50
51
h2. Node
52
53
54
55
Nodes are the building blocks of Leginon applications. Nodes are defined for specific
56
tasks. For instance, an "Acquisition" node is designed to acquire images when it receives
57
targets from another node, which is typically some type of 'TargetFinder' node. Nodes can
58
"publish" the data they create. This means they are making their data public for other nodes
59
to use. The other nodes can "research" to find a specific item of data. Nodes may
60
communicate with each other by generating "events".
61
62
63
64
65
66
h2. Event
67
68
69
70
An event is a message sent out from a node to notify other nodes that something of
71
interest has happened. A common example is to announce that some data has been published.
72
Another example is to announce that some process has finished. The declaration of which
73
events are routed between which nodes is part of the application design process.
74
75
76
77
78
79
h2. Manager
80
81
82
83
Manager is the master of all nodes in an application. Its existence is usually
84
transparent while running a session, but it is responsible for starting up the application
85
with all its nodes and event bindings. It works behind the scenes to ensure that events are
86
properly distributed throughout the system.
87
88
89
90
91
92
h2. Launcher
93
94
95
96
A Launcher is the parent process for a set of nodes. There is typically one launcher
97
running on each machine that you intend to have nodes running on. The assignment of which
98
nodes will be started on a particular launcher is defined as part of the application.
99
100
101
102
103
104
h2. Preset
105
106
107
108
A preset is a piece of data which encapsulates the state of an instrument. At any time,
109
the current state of an instrument (magnification, image shifts, camera settings, etc) can
110
be recorded for later use. There is a particular class of Node called the PresetsManager
111
which maintains a list of presets for the current Leginon session. These presets are used by
112
other nodes to set the state of the instrument prior to acquiring an image. This allows for
113
a series of images to be acquired at a consistent state, but possibly different targets (see
114
below). This is very similar to the "Low Dose" system on many microscopes, which consists of
115
a few presets like "Search", "Focus", and "Exposure". The Leginon PresetsManager is a more
116
generalized approach which allows for and unlimited number of presets to be used (like
117
several search presets at different magnifications, or multiple exposure presets at
118
different defocus).
119
120
121
122
123
124
h2. Target
125
126
127
128
A target is a location where an image will be acquired. Targets are often selected from
129
existing images (using a TargetFinder node). Acquisition nodes are responsible for
130
interpreting Targets and then acquiring images of them.