1 #ifndef HLTfilters_HLTL1TSeed_h 2 #define HLTfilters_HLTL1TSeed_h 68 const std::vector<unsigned int>& triggerMask,
69 const int physicsDaqPartition){};
140 #endif // HLTfilters_HLTL1TSeed_h std::string m_l1SeedsLogicalExpression
edm::EDGetTokenT< l1t::EtSumBxCollection > m_l1EtSumToken
std::vector< const std::vector< GlobalLogicParser::TokenRPN > * > m_l1AlgoSeedsRpn
vector of Rpn vectors for the required algorithms for seeding
hltFilter
WZFilter############################################.
edm::InputTag m_l1MuonTag
void updateAlgoLogicParser(const L1GtTriggerMenu *, const AlgorithmMap &)
edm::InputTag m_l1EGammaCollectionsTag
Meta InputTag for L1 Egamma collection.
edm::InputTag m_l1JetCollectionsTag
Meta InputTag for L1 Egamma collection.
edm::InputTag m_l1GtObjectMapTag
InputTag for L1 Global Trigger object maps. This is done per menu. Should be part of Run...
edm::EDGetTokenT< l1t::JetBxCollection > m_l1JetToken
GlobalLogicParser m_l1AlgoLogicParser
logic parser for m_l1SeedsLogicalExpression
edm::EDGetTokenT< l1t::EGammaBxCollection > m_l1EGammaToken
edm::InputTag m_l1EtSumTag
edm::InputTag m_l1EtSumCollectionsTag
Meta InputTag for L1 Egamma collection.
edm::InputTag m_l1TauCollectionsTag
Meta InputTag for L1 Egamma collection.
bool m_isDebugEnabled
cache edm::isDebugEnabled()
std::vector< GlobalLogicParser::OperandToken > m_l1AlgoSeeds
list of required algorithms for seeding
static void fillDescriptions(edm::ConfigurationDescriptions &descriptions)
void updateAlgoLogicParser(const std::vector< bool > >Word, const std::vector< unsigned int > &triggerMask, const int physicsDaqPartition)
edm::InputTag m_l1EGammaTag
edm::InputTag m_l1GlobalTag
InputTag for L1 Global Trigger.
edm::EDGetTokenT< GlobalAlgBlkBxCollection > m_l1GlobalToken
edm::InputTag m_l1MuonCollectionsTag
Meta InputTag for L1 Muon collection.
bool m_l1GlobalDecision
flag to pass if L1TGlobal accept
std::vector< std::vector< const std::vector< l1t::GlobalObject > * > > m_l1AlgoSeedsObjType
vector of object-type vectors for each condition in the required algorithms for seeding ...
edm::EDGetTokenT< l1t::MuonBxCollection > m_l1MuonToken
edm::EDGetTokenT< l1t::TauBxCollection > m_l1TauToken
edm::EDGetTokenT< GlobalObjectMapRecord > m_l1GtObjectMapToken