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Diff for /JSOC/proj/sharp/apps/sw_functions.c between version 1.5 and 1.6

version 1.5, 2013/01/14 18:27:45 version 1.6, 2013/02/05 18:45:55
Line 543  int computeJz(float *bx, float *by, int
Line 543  int computeJz(float *bx, float *by, int
  
 /* Example function 9:  Compute quantities on smoothed Jz array */ /* Example function 9:  Compute quantities on smoothed Jz array */
  
   // All of the subsequent functions, including this one, use a smoothed Jz array. The smoothing is performed by Jesper's
   // fresize routines. These routines are located at /cvs/JSOC/proj/libs/interpolate. A Gaussian with a FWHM of 4 pixels
   // and truncation width of 12 pixels is used to smooth the array; however, a quick analysis shows that the mean values
   // of qualities like Jz and helicity do not change much as a result of smoothing. The smoothed array will, of course,
   // give a lower total Jz as the stron field pixels have been smoothed out to neighboring weaker field pixels.
   
 int computeJzsmooth(float *bx, float *by, int *dims, float *jz_smooth, int computeJzsmooth(float *bx, float *by, int *dims, float *jz_smooth,
                           float *mean_jz_ptr, float *us_i_ptr, int *mask, int *bitmask,                           float *mean_jz_ptr, float *us_i_ptr, int *mask, int *bitmask,
                           float cdelt1, double rsun_ref, double rsun_obs,float *derx, float *dery)                           float cdelt1, double rsun_ref, double rsun_obs,float *derx, float *dery)
Line 596  int computeJzsmooth(float *bx, float *by
Line 602  int computeJzsmooth(float *bx, float *by
        // (abs(sum of all Jz at positive Bz) + abs(sum of all Jz at negative Bz)) = avg Jz        // (abs(sum of all Jz at positive Bz) + abs(sum of all Jz at negative Bz)) = avg Jz
        // avg alpha = avg Jz / avg Bz        // avg alpha = avg Jz / avg Bz
  
   // The sign is assigned as follows:
   // If the sum of all Bz is greater than 0, then evaluate the sum of Jz at the positive Bz pixels.
   // If this value is > 0, then alpha is > 0.
   // If this value is < 0, then alpha is <0.
   //
   // If the sum of all Bz is less than 0, then evaluate the sum of Jz at the negative Bz pixels.
   // If this value is > 0, then alpha is < 0.
   // If this value is < 0, then alpha is > 0.
   
 // The units of alpha are in 1/Mm // The units of alpha are in 1/Mm
 // The units of Jz are in Gauss/pix; the units of Bz are in Gauss. // The units of Jz are in Gauss/pix; the units of Bz are in Gauss.
 // //


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  Added in v.1.6

Karen Tian
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