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.. include:: replace.txt
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Conceptual Overview
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-------------------
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The first thing we need to do before actually starting to look at or write
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|ns3| code is to explain a few core concepts and abstractions in the
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system. Much of this may appear transparently obvious to some, but we
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recommend taking the time to read through this section just to ensure you
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are starting on a firm foundation.
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Key Abstractions
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****************
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In this section, we'll review some terms that are commonly used in
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networking, but have a specific meaning in |ns3|.
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Node
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++++
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In Internet jargon, a computing device that connects to a network is called
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a *host* or sometimes an *end system*. Because |ns3| is a
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*network* simulator, not specifically an *Internet* simulator, we
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intentionally do not use the term host since it is closely associated with
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the Internet and its protocols. Instead, we use a more generic term also
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used by other simulators that originates in Graph Theory --- the *node*.
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In |ns3| the basic computing device abstraction is called the
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node. This abstraction is represented in C++ by the class ``Node``. The
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``Node`` class provides methods for managing the representations of
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computing devices in simulations.
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You should think of a ``Node`` as a computer to which you will add
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functionality. One adds things like applications, protocol stacks and
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peripheral cards with their associated drivers to enable the computer to do
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useful work. We use the same basic model in |ns3|.
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Application
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+++++++++++
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Typically, computer software is divided into two broad classes. *System
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Software* organizes various computer resources such as memory, processor
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cycles, disk, network, etc., according to some computing model. System
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software usually does not use those resources to complete tasks that directly
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benefit a user. A user would typically run an *application* that acquires
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and uses the resources controlled by the system software to accomplish some
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goal.
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Often, the line of separation between system and application software is made
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at the privilege level change that happens in operating system traps.
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In |ns3| there is no real concept of operating system and especially
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no concept of privilege levels or system calls. We do, however, have the
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idea of an application. Just as software applications run on computers to
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perform tasks in the "real world," |ns3| applications run on
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|ns3| ``Nodes`` to drive simulations in the simulated world.
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In |ns3| the basic abstraction for a user program that generates some
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activity to be simulated is the application. This abstraction is represented
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in C++ by the class ``Application``. The ``Application`` class provides
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methods for managing the representations of our version of user-level
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applications in simulations. Developers are expected to specialize the
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``Application`` class in the object-oriented programming sense to create new
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applications. In this tutorial, we will use specializations of class
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``Application`` called ``UdpEchoClientApplication`` and
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``UdpEchoServerApplication``. As you might expect, these applications
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compose a client/server application set used to generate and echo simulated
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network packets
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Channel
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+++++++
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In the real world, one can connect a computer to a network. Often the media
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over which data flows in these networks are called *channels*. When
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you connect your Ethernet cable to the plug in the wall, you are connecting
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your computer to an Ethernet communication channel. In the simulated world
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of |ns3|, one connects a ``Node`` to an object representing a
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communication channel. Here the basic communication subnetwork abstraction
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is called the channel and is represented in C++ by the class ``Channel``.
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The ``Channel`` class provides methods for managing communication
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subnetwork objects and connecting nodes to them. ``Channels`` may also be
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specialized by developers in the object oriented programming sense. A
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``Channel`` specialization may model something as simple as a wire. The
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specialized ``Channel`` can also model things as complicated as a large
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Ethernet switch, or three-dimensional space full of obstructions in the case
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of wireless networks.
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We will use specialized versions of the ``Channel`` called
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``CsmaChannel``, ``PointToPointChannel`` and ``WifiChannel`` in this
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tutorial. The ``CsmaChannel``, for example, models a version of a
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communication subnetwork that implements a *carrier sense multiple
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access* communication medium. This gives us Ethernet-like functionality.
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Net Device
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++++++++++
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It used to be the case that if you wanted to connect a computers to a network,
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you had to buy a specific kind of network cable and a hardware device called
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(in PC terminology) a *peripheral card* that needed to be installed in
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your computer. If the peripheral card implemented some networking function,
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they were called Network Interface Cards, or *NICs*. Today most
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computers come with the network interface hardware built in and users don't
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see these building blocks.
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A NIC will not work without a software driver to control the hardware. In
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Unix (or Linux), a piece of peripheral hardware is classified as a
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*device*. Devices are controlled using *device drivers*, and network
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devices (NICs) are controlled using *network device drivers*
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collectively known as *net devices*. In Unix and Linux you refer
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to these net devices by names such as *eth0*.
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In |ns3| the *net device* abstraction covers both the software
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driver and the simulated hardware. A net device is "installed" in a
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``Node`` in order to enable the ``Node`` to communicate with other
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``Nodes`` in the simulation via ``Channels``. Just as in a real
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computer, a ``Node`` may be connected to more than one ``Channel`` via
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multiple ``NetDevices``.
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The net device abstraction is represented in C++ by the class ``NetDevice``.
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The ``NetDevice`` class provides methods for managing connections to
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``Node`` and ``Channel`` objects; and may be specialized by developers
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in the object-oriented programming sense. We will use the several specialized
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versions of the ``NetDevice`` called ``CsmaNetDevice``,
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``PointToPointNetDevice``, and ``WifiNetDevice`` in this tutorial.
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Just as an Ethernet NIC is designed to work with an Ethernet network, the
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``CsmaNetDevice`` is designed to work with a ``CsmaChannel``; the
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``PointToPointNetDevice`` is designed to work with a
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``PointToPointChannel`` and a ``WifiNetNevice`` is designed to work with
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a ``WifiChannel``.
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Topology Helpers
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++++++++++++++++
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In a real network, you will find host computers with added (or built-in)
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NICs. In |ns3| we would say that you will find ``Nodes`` with
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attached ``NetDevices``. In a large simulated network you will need to
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arrange many connections between ``Nodes``, ``NetDevices`` and
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``Channels``.
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Since connecting ``NetDevices`` to ``Nodes``, ``NetDevices``
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to ``Channels``, assigning IP addresses, etc., are such common tasks
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in |ns3|, we provide what we call *topology helpers* to make
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this as easy as possible. For example, it may take many distinct
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|ns3| core operations to create a NetDevice, add a MAC address,
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install that net device on a ``Node``, configure the node's protocol stack,
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and then connect the ``NetDevice`` to a ``Channel``. Even more
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operations would be required to connect multiple devices onto multipoint
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channels and then to connect individual networks together into internetworks.
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We provide topology helper objects that combine those many distinct operations
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into an easy to use model for your convenience.
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A First ns-3 Script
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*******************
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If you downloaded the system as was suggested above, you will have a release
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of |ns3| in a directory called ``repos`` under your home
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directory. Change into that release directory, and you should find a
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directory structure something like the following:
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::
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AUTHORS doc/ README src/ waf.bat*
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bindings/ examples/ RELEASE_NOTES utils/ wscript
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build/ LICENSE samples/ VERSION wutils.py
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CHANGES.html ns3/ scratch/ waf* wutils.pyc
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Change into the ``examples/tutorial`` directory. You should see a file named
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``first.cc`` located there. This is a script that will create a simple
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point-to-point link between two nodes and echo a single packet between the
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nodes. Let's take a look at that script line by line, so go ahead and open
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``first.cc`` in your favorite editor.
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Boilerplate
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+++++++++++
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The first line in the file is an emacs mode line. This tells emacs about the
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formatting conventions (coding style) we use in our source code.
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::
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/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
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This is always a somewhat controversial subject, so we might as well get it
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out of the way immediately. The |ns3| project, like most large
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projects, has adopted a coding style to which all contributed code must
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adhere. If you want to contribute your code to the project, you will
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eventually have to conform to the |ns3| coding standard as described
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in the file ``doc/codingstd.txt`` or shown on the project web page
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`here
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<http://www.nsnam.org/codingstyle.html>`_.
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We recommend that you, well, just get used to the look and feel of |ns3|
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code and adopt this standard whenever you are working with our code. All of
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the development team and contributors have done so with various amounts of
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grumbling. The emacs mode line above makes it easier to get the formatting
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correct if you use the emacs editor.
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The |ns3| simulator is licensed using the GNU General Public
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License. You will see the appropriate GNU legalese at the head of every file
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in the |ns3| distribution. Often you will see a copyright notice for
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one of the institutions involved in the |ns3| project above the GPL
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text and an author listed below.
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::
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation;
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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Module Includes
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+++++++++++++++
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The code proper starts with a number of include statements.
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::
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#include "ns3/core-module.h"
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#include "ns3/simulator-module.h"
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#include "ns3/node-module.h"
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#include "ns3/helper-module.h"
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To help our high-level script users deal with the large number of include
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files present in the system, we group includes according to relatively large
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modules. We provide a single include file that will recursively load all of
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the include files used in each module. Rather than having to look up exactly
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what header you need, and possibly have to get a number of dependencies right,
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we give you the ability to load a group of files at a large granularity. This
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is not the most efficient approach but it certainly makes writing scripts much
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easier.
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Each of the |ns3| include files is placed in a directory called
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``ns3`` (under the build directory) during the build process to help avoid
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include file name collisions. The ``ns3/core-module.h`` file corresponds
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to the ns-3 module you will find in the directory ``src/core`` in your
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downloaded release distribution. If you list this directory you will find a
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large number of header files. When you do a build, Waf will place public
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header files in an ``ns3`` directory under the appropriate
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``build/debug`` or ``build/optimized`` directory depending on your
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configuration. Waf will also automatically generate a module include file to
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load all of the public header files.
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Since you are, of course, following this tutorial religiously, you will
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already have done a
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::
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./waf -d debug configure
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in order to configure the project to perform debug builds. You will also have
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done a
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::
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./waf
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to build the project. So now if you look in the directory
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``../../build/debug/ns3`` you will find the four module include files shown
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above. You can take a look at the contents of these files and find that they
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do include all of the public include files in their respective modules.
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Ns3 Namespace
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+++++++++++++
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The next line in the ``first.cc`` script is a namespace declaration.
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::
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using namespace ns3;
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The |ns3| project is implemented in a C++ namespace called
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``ns3``. This groups all |ns3|-related declarations in a scope
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outside the global namespace, which we hope will help with integration with
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other code. The C++ ``using`` statement introduces the |ns3|
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namespace into the current (global) declarative region. This is a fancy way
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of saying that after this declaration, you will not have to type ``ns3::``
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scope resolution operator before all of the |ns3| code in order to use
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it. If you are unfamiliar with namespaces, please consult almost any C++
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tutorial and compare the ``ns3`` namespace and usage here with instances of
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the ``std`` namespace and the ``using namespace std;`` statements you
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will often find in discussions of ``cout`` and streams.
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Logging
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+++++++
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The next line of the script is the following,
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::
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NS_LOG_COMPONENT_DEFINE ("FirstScriptExample");
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We will use this statement as a convenient place to talk about our Doxygen
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documentation system. If you look at the project web site,
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`ns-3 project
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<http://www.nsnam.org>`_, you will find a link to "Doxygen
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(ns-3-dev)" in the navigation bar. If you select this link, you will be
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taken to our documentation page for the current development release. There
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is also a link to "Doxygen (stable)" that will take you to the documentation
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for the latest stable release of |ns3|.
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Along the left side, you will find a graphical representation of the structure
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of the documentation. A good place to start is the ``NS-3 Modules``
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"book" in the |ns3| navigation tree. If you expand ``Modules``
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you will see a list of |ns3| module documentation. The concept of
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module here ties directly into the module include files discussed above. It
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turns out that the |ns3| logging subsystem is part of the ``core``
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module, so go ahead and expand that documentation node. Now, expand the
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``Debugging`` book and then select the ``Logging`` page.
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You should now be looking at the Doxygen documentation for the Logging module.
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In the list of ``#define``s at the top of the page you will see the entry
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for ``NS_LOG_COMPONENT_DEFINE``. Before jumping in, it would probably be
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good to look for the "Detailed Description" of the logging module to get a
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feel for the overall operation. You can either scroll down or select the
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"More..." link under the collaboration diagram to do this.
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Once you have a general idea of what is going on, go ahead and take a look at
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the specific ``NS_LOG_COMPONENT_DEFINE`` documentation. I won't duplicate
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the documentation here, but to summarize, this line declares a logging
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component called ``FirstScriptExample`` that allows you to enable and
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disable console message logging by reference to the name.
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Main Function
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+++++++++++++
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The next lines of the script you will find are,
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::
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int
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main (int argc, char *argv[])
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{
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This is just the declaration of the main function of your program (script).
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Just as in any C++ program, you need to define a main function that will be
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the first function run. There is nothing at all special here. Your
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|ns3| script is just a C++ program.
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The next two lines of the script are used to enable two logging components that
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are built into the Echo Client and Echo Server applications:
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::
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LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);
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LogComponentEnable("UdpEchoServerApplication", LOG_LEVEL_INFO);
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If you have read over the Logging component documentation you will have seen
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that there are a number of levels of logging verbosity/detail that you can
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enable on each component. These two lines of code enable debug logging at the
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INFO level for echo clients and servers. This will result in the application
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printing out messages as packets are sent and received during the simulation.
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Now we will get directly to the business of creating a topology and running
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a simulation. We use the topology helper objects to make this job as
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easy as possible.
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Topology Helpers
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++++++++++++++++
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NodeContainer
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~~~~~~~~~~~~~
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The next two lines of code in our script will actually create the
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|ns3| ``Node`` objects that will represent the computers in the
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simulation.
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::
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NodeContainer nodes;
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nodes.Create (2);
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Let's find the documentation for the ``NodeContainer`` class before we
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continue. Another way to get into the documentation for a given class is via
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the ``Classes`` tab in the Doxygen pages. If you still have the Doxygen
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handy, just scroll up to the top of the page and select the ``Classes``
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tab. You should see a new set of tabs appear, one of which is
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``Class List``. Under that tab you will see a list of all of the
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|ns3| classes. Scroll down, looking for ``ns3::NodeContainer``.
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When you find the class, go ahead and select it to go to the documentation for
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the class.
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You may recall that one of our key abstractions is the ``Node``. This
|
|
382 |
represents a computer to which we are going to add things like protocol stacks,
|
|
383 |
applications and peripheral cards. The ``NodeContainer`` topology helper
|
|
384 |
provides a convenient way to create, manage and access any ``Node`` objects
|
|
385 |
that we create in order to run a simulation. The first line above just
|
|
386 |
declares a NodeContainer which we call ``nodes``. The second line calls the
|
|
387 |
``Create`` method on the ``nodes`` object and asks the container to
|
|
388 |
create two nodes. As described in the Doxygen, the container calls down into
|
|
389 |
the |ns3| system proper to create two ``Node`` objects and stores
|
|
390 |
pointers to those objects internally.
|
|
391 |
|
|
392 |
The nodes as they stand in the script do nothing. The next step in
|
|
393 |
constructing a topology is to connect our nodes together into a network.
|
|
394 |
The simplest form of network we support is a single point-to-point link
|
|
395 |
between two nodes. We'll construct one of those links here.
|
|
396 |
|
|
397 |
PointToPointHelper
|
|
398 |
~~~~~~~~~~~~~~~~~~
|
|
399 |
We are constructing a point to point link, and, in a pattern which will become
|
|
400 |
quite familiar to you, we use a topology helper object to do the low-level
|
|
401 |
work required to put the link together. Recall that two of our key
|
|
402 |
abstractions are the ``NetDevice`` and the ``Channel``. In the real
|
|
403 |
world, these terms correspond roughly to peripheral cards and network cables.
|
|
404 |
Typically these two things are intimately tied together and one cannot expect
|
|
405 |
to interchange, for example, Ethernet devices and wireless channels. Our
|
|
406 |
Topology Helpers follow this intimate coupling and therefore you will use a
|
|
407 |
single ``PointToPointHelper`` to configure and connect |ns3|
|
|
408 |
``PointToPointNetDevice`` and ``PointToPointChannel`` objects in this
|
|
409 |
script.
|
|
410 |
|
|
411 |
The next three lines in the script are,
|
|
412 |
|
|
413 |
::
|
|
414 |
|
|
415 |
PointToPointHelper pointToPoint;
|
|
416 |
pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
|
|
417 |
pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));
|
|
418 |
|
|
419 |
The first line,
|
|
420 |
|
|
421 |
::
|
|
422 |
|
|
423 |
PointToPointHelper pointToPoint;
|
|
424 |
|
|
425 |
instantiates a ``PointToPointHelper`` object on the stack. From a
|
|
426 |
high-level perspective the next line,
|
|
427 |
|
|
428 |
::
|
|
429 |
|
|
430 |
pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
|
|
431 |
|
|
432 |
tells the ``PointToPointHelper`` object to use the value "5Mbps"
|
|
433 |
(five megabits per second) as the "DataRate" when it creates a
|
|
434 |
``PointToPointNetDevice`` object.
|
|
435 |
|
|
436 |
From a more detailed perspective, the string "DataRate" corresponds
|
|
437 |
to what we call an ``Attribute`` of the ``PointToPointNetDevice``.
|
|
438 |
If you look at the Doxygen for class ``ns3::PointToPointNetDevice`` and
|
|
439 |
find the documentation for the ``GetTypeId`` method, you will find a list
|
|
440 |
of ``Attributes`` defined for the device. Among these is the "DataRate"
|
|
441 |
``Attribute``. Most user-visible |ns3| objects have similar lists of
|
|
442 |
``Attributes``. We use this mechanism to easily configure simulations without
|
|
443 |
recompiling as you will see in a following section.
|
|
444 |
|
|
445 |
Similar to the "DataRate" on the ``PointToPointNetDevice`` you will find a
|
|
446 |
"Delay" ``Attribute`` associated with the ``PointToPointChannel``. The
|
|
447 |
final line,
|
|
448 |
|
|
449 |
::
|
|
450 |
|
|
451 |
pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));
|
|
452 |
|
|
453 |
tells the ``PointToPointHelper`` to use the value "2ms" (two milliseconds)
|
|
454 |
as the value of the transmission delay of every point to point channel it
|
|
455 |
subsequently creates.
|
|
456 |
|
|
457 |
NetDeviceContainer
|
|
458 |
~~~~~~~~~~~~~~~~~~
|
|
459 |
At this point in the script, we have a ``NodeContainer`` that contains
|
|
460 |
two nodes. We have a ``PointToPointHelper`` that is primed and ready to
|
|
461 |
make ``PointToPointNetDevices`` and wire ``PointToPointChannel`` objects
|
|
462 |
between them. Just as we used the ``NodeContainer`` topology helper object
|
|
463 |
to create the ``Nodes`` for our simulation, we will ask the
|
|
464 |
``PointToPointHelper`` to do the work involved in creating, configuring and
|
|
465 |
installing our devices for us. We will need to have a list of all of the
|
|
466 |
NetDevice objects that are created, so we use a NetDeviceContainer to hold
|
|
467 |
them just as we used a NodeContainer to hold the nodes we created. The
|
|
468 |
following two lines of code,
|
|
469 |
|
|
470 |
::
|
|
471 |
|
|
472 |
NetDeviceContainer devices;
|
|
473 |
devices = pointToPoint.Install (nodes);
|
|
474 |
|
|
475 |
will finish configuring the devices and channel. The first line declares the
|
|
476 |
device container mentioned above and the second does the heavy lifting. The
|
|
477 |
``Install`` method of the ``PointToPointHelper`` takes a
|
|
478 |
``NodeContainer`` as a parameter. Internally, a ``NetDeviceContainer``
|
|
479 |
is created. For each node in the ``NodeContainer`` (there must be exactly
|
|
480 |
two for a point-to-point link) a ``PointToPointNetDevice`` is created and
|
|
481 |
saved in the device container. A ``PointToPointChannel`` is created and
|
|
482 |
the two ``PointToPointNetDevices`` are attached. When objects are created
|
|
483 |
by the ``PointToPointHelper``, the ``Attributes`` previously set in the
|
|
484 |
helper are used to initialize the corresponding ``Attributes`` in the
|
|
485 |
created objects.
|
|
486 |
|
|
487 |
After executing the ``pointToPoint.Install (nodes)`` call we will have
|
|
488 |
two nodes, each with an installed point-to-point net device and a single
|
|
489 |
point-to-point channel between them. Both devices will be configured to
|
|
490 |
transmit data at five megabits per second over the channel which has a two
|
|
491 |
millisecond transmission delay.
|
|
492 |
|
|
493 |
InternetStackHelper
|
|
494 |
~~~~~~~~~~~~~~~~~~~
|
|
495 |
We now have nodes and devices configured, but we don't have any protocol stacks
|
|
496 |
installed on our nodes. The next two lines of code will take care of that.
|
|
497 |
|
|
498 |
::
|
|
499 |
|
|
500 |
InternetStackHelper stack;
|
|
501 |
stack.Install (nodes);
|
|
502 |
|
|
503 |
The ``InternetStackHelper`` is a topology helper that is to internet stacks
|
|
504 |
what the ``PointToPointHelper`` is to point-to-point net devices. The
|
|
505 |
``Install`` method takes a ``NodeContainer`` as a parameter. When it is
|
|
506 |
executed, it will install an Internet Stack (TCP, UDP, IP, etc.) on each of
|
|
507 |
the nodes in the node container.
|
|
508 |
|
|
509 |
Ipv4AddressHelper
|
|
510 |
~~~~~~~~~~~~~~~~~
|
|
511 |
Next we need to associate the devices on our nodes with IP addresses. We
|
|
512 |
provide a topology helper to manage the allocation of IP addresses. The only
|
|
513 |
user-visible API is to set the base IP address and network mask to use when
|
|
514 |
performing the actual address allocation (which is done at a lower level
|
|
515 |
inside the helper).
|
|
516 |
|
|
517 |
The next two lines of code in our example script, ``first.cc``,
|
|
518 |
|
|
519 |
::
|
|
520 |
|
|
521 |
Ipv4AddressHelper address;
|
|
522 |
address.SetBase ("10.1.1.0", "255.255.255.0");
|
|
523 |
|
|
524 |
declare an address helper object and tell it that it should begin allocating IP
|
|
525 |
addresses from the network 10.1.1.0 using the mask 255.255.255.0 to define
|
|
526 |
the allocatable bits. By default the addresses allocated will start at one
|
|
527 |
and increase monotonically, so the first address allocated from this base will
|
|
528 |
be 10.1.1.1, followed by 10.1.1.2, etc. The low level |ns3| system
|
|
529 |
actually remembers all of the IP addresses allocated and will generate a
|
|
530 |
fatal error if you accidentally cause the same address to be generated twice
|
|
531 |
(which is a very hard to debug error, by the way).
|
|
532 |
|
|
533 |
The next line of code,
|
|
534 |
|
|
535 |
::
|
|
536 |
|
|
537 |
Ipv4InterfaceContainer interfaces = address.Assign (devices);
|
|
538 |
|
|
539 |
performs the actual address assignment. In |ns3| we make the
|
|
540 |
association between an IP address and a device using an ``Ipv4Interface``
|
|
541 |
object. Just as we sometimes need a list of net devices created by a helper
|
|
542 |
for future reference we sometimes need a list of ``Ipv4Interface`` objects.
|
|
543 |
The ``Ipv4InterfaceContainer`` provides this functionality.
|
|
544 |
|
|
545 |
Now we have a point-to-point network built, with stacks installed and IP
|
|
546 |
addresses assigned. What we need at this point are applications to generate
|
|
547 |
traffic.
|
|
548 |
|
|
549 |
Applications
|
|
550 |
++++++++++++
|
|
551 |
Another one of the core abstractions of the ns-3 system is the
|
|
552 |
``Application``. In this script we use two specializations of the core
|
|
553 |
|ns3| class ``Application`` called ``UdpEchoServerApplication``
|
|
554 |
and ``UdpEchoClientApplication``. Just as we have in our previous
|
|
555 |
explanations, we use helper objects to help configure and manage the
|
|
556 |
underlying objects. Here, we use ``UdpEchoServerHelper`` and
|
|
557 |
``UdpEchoClientHelper`` objects to make our lives easier.
|
|
558 |
|
|
559 |
UdpEchoServerHelper
|
|
560 |
~~~~~~~~~~~~~~~~~~~
|
|
561 |
The following lines of code in our example script, ``first.cc``, are used
|
|
562 |
to set up a UDP echo server application on one of the nodes we have previously
|
|
563 |
created.
|
|
564 |
|
|
565 |
::
|
|
566 |
|
|
567 |
UdpEchoServerHelper echoServer (9);
|
|
568 |
|
|
569 |
ApplicationContainer serverApps = echoServer.Install (nodes.Get (1));
|
|
570 |
serverApps.Start (Seconds (1.0));
|
|
571 |
serverApps.Stop (Seconds (10.0));
|
|
572 |
|
|
573 |
The first line of code in the above snippet declares the
|
|
574 |
``UdpEchoServerHelper``. As usual, this isn't the application itself, it
|
|
575 |
is an object used to help us create the actual applications. One of our
|
|
576 |
conventions is to place *required* ``Attributes`` in the helper constructor.
|
|
577 |
In this case, the helper can't do anything useful unless it is provided with
|
|
578 |
a port number that the client also knows about. Rather than just picking one
|
|
579 |
and hoping it all works out, we require the port number as a parameter to the
|
|
580 |
constructor. The constructor, in turn, simply does a ``SetAttribute``
|
|
581 |
with the passed value. If you want, you can set the "Port" ``Attribute``
|
|
582 |
to another value later using ``SetAttribute``.
|
|
583 |
|
|
584 |
Similar to many other helper objects, the ``UdpEchoServerHelper`` object
|
|
585 |
has an ``Install`` method. It is the execution of this method that actually
|
|
586 |
causes the underlying echo server application to be instantiated and attached
|
|
587 |
to a node. Interestingly, the ``Install`` method takes a
|
|
588 |
``NodeContainter`` as a parameter just as the other ``Install`` methods
|
|
589 |
we have seen. This is actually what is passed to the method even though it
|
|
590 |
doesn't look so in this case. There is a C++ *implicit conversion* at
|
|
591 |
work here that takes the result of ``nodes.Get (1)`` (which returns a smart
|
|
592 |
pointer to a node object --- ``Ptr<Node>``) and uses that in a constructor
|
|
593 |
for an unnamed ``NodeContainer`` that is then passed to ``Install``.
|
|
594 |
If you are ever at a loss to find a particular method signature in C++ code
|
|
595 |
that compiles and runs just fine, look for these kinds of implicit conversions.
|
|
596 |
|
|
597 |
We now see that ``echoServer.Install`` is going to install a
|
|
598 |
``UdpEchoServerApplication`` on the node found at index number one of the
|
|
599 |
``NodeContainer`` we used to manage our nodes. ``Install`` will return
|
|
600 |
a container that holds pointers to all of the applications (one in this case
|
|
601 |
since we passed a ``NodeContainer`` containing one node) created by the
|
|
602 |
helper.
|
|
603 |
|
|
604 |
Applications require a time to "start" generating traffic and may take an
|
|
605 |
optional time to "stop". We provide both. These times are set using the
|
|
606 |
``ApplicationContainer`` methods ``Start`` and ``Stop``. These
|
|
607 |
methods take ``Time`` parameters. In this case, we use an *explicit*
|
|
608 |
C++ conversion sequence to take the C++ double 1.0 and convert it to an
|
|
609 |
|ns3| ``Time`` object using a ``Seconds`` cast. Be aware that
|
|
610 |
the conversion rules may be controlled by the model author, and C++ has its
|
|
611 |
own rules, so you can't always just assume that parameters will be happily
|
|
612 |
converted for you. The two lines,
|
|
613 |
|
|
614 |
::
|
|
615 |
|
|
616 |
serverApps.Start (Seconds (1.0));
|
|
617 |
serverApps.Stop (Seconds (10.0));
|
|
618 |
|
|
619 |
will cause the echo server application to ``Start`` (enable itself) at one
|
|
620 |
second into the simulation and to ``Stop`` (disable itself) at ten seconds
|
|
621 |
into the simulation. By virtue of the fact that we have declared a simulation
|
|
622 |
event (the application stop event) to be executed at ten seconds, the simulation
|
|
623 |
will last *at least* ten seconds.
|
|
624 |
|
|
625 |
UdpEchoClientHelper
|
|
626 |
~~~~~~~~~~~~~~~~~~~
|
|
627 |
|
|
628 |
The echo client application is set up in a method substantially similar to
|
|
629 |
that for the server. There is an underlying ``UdpEchoClientApplication``
|
|
630 |
that is managed by an ``UdpEchoClientHelper``.
|
|
631 |
|
|
632 |
::
|
|
633 |
|
|
634 |
UdpEchoClientHelper echoClient (interfaces.GetAddress (1), 9);
|
|
635 |
echoClient.SetAttribute ("MaxPackets", UintegerValue (1));
|
|
636 |
echoClient.SetAttribute ("Interval", TimeValue (Seconds (1.)));
|
|
637 |
echoClient.SetAttribute ("PacketSize", UintegerValue (1024));
|
|
638 |
|
|
639 |
ApplicationContainer clientApps = echoClient.Install (nodes.Get (0));
|
|
640 |
clientApps.Start (Seconds (2.0));
|
|
641 |
clientApps.Stop (Seconds (10.0));
|
|
642 |
|
|
643 |
For the echo client, however, we need to set five different ``Attributes``.
|
|
644 |
The first two ``Attributes`` are set during construction of the
|
|
645 |
``UdpEchoClientHelper``. We pass parameters that are used (internally to
|
|
646 |
the helper) to set the "RemoteAddress" and "RemotePort" ``Attributes``
|
|
647 |
in accordance with our convention to make required ``Attributes`` parameters
|
|
648 |
in the helper constructors.
|
|
649 |
|
|
650 |
Recall that we used an ``Ipv4InterfaceContainer`` to keep track of the IP
|
|
651 |
addresses we assigned to our devices. The zeroth interface in the
|
|
652 |
``interfaces`` container is going to correspond to the IP address of the
|
|
653 |
zeroth node in the ``nodes`` container. The first interface in the
|
|
654 |
``interfaces`` container corresponds to the IP address of the first node
|
|
655 |
in the ``nodes`` container. So, in the first line of code (from above), we
|
|
656 |
are creating the helper and telling it so set the remote address of the client
|
|
657 |
to be the IP address assigned to the node on which the server resides. We
|
|
658 |
also tell it to arrange to send packets to port nine.
|
|
659 |
|
|
660 |
The "MaxPackets" ``Attribute`` tells the client the maximum number of
|
|
661 |
packets we allow it to send during the simulation. The "Interval"
|
|
662 |
``Attribute`` tells the client how long to wait between packets, and the
|
|
663 |
"PacketSize" ``Attribute`` tells the client how large its packet payloads
|
|
664 |
should be. With this particular combination of ``Attributes``, we are
|
|
665 |
telling the client to send one 1024-byte packet.
|
|
666 |
|
|
667 |
Just as in the case of the echo server, we tell the echo client to ``Start``
|
|
668 |
and ``Stop``, but here we start the client one second after the server is
|
|
669 |
enabled (at two seconds into the simulation).
|
|
670 |
|
|
671 |
Simulator
|
|
672 |
+++++++++
|
|
673 |
What we need to do at this point is to actually run the simulation. This is
|
|
674 |
done using the global function ``Simulator::Run``.
|
|
675 |
|
|
676 |
::
|
|
677 |
|
|
678 |
Simulator::Run ();
|
|
679 |
|
|
680 |
When we previously called the methods,
|
|
681 |
|
|
682 |
::
|
|
683 |
|
|
684 |
serverApps.Start (Seconds (1.0));
|
|
685 |
serverApps.Stop (Seconds (10.0));
|
|
686 |
...
|
|
687 |
clientApps.Start (Seconds (2.0));
|
|
688 |
clientApps.Stop (Seconds (10.0));
|
|
689 |
|
|
690 |
we actually scheduled events in the simulator at 1.0 seconds, 2.0 seconds and
|
|
691 |
two events at 10.0 seconds. When ``Simulator::Run`` is called, the system
|
|
692 |
will begin looking through the list of scheduled events and executing them.
|
|
693 |
First it will run the event at 1.0 seconds, which will enable the echo server
|
|
694 |
application (this event may, in turn, schedule many other events). Then it
|
|
695 |
will run the event scheduled for t=2.0 seconds which will start the echo client
|
|
696 |
application. Again, this event may schedule many more events. The start event
|
|
697 |
implementation in the echo client application will begin the data transfer phase
|
|
698 |
of the simulation by sending a packet to the server.
|
|
699 |
|
|
700 |
The act of sending the packet to the server will trigger a chain of events
|
|
701 |
that will be automatically scheduled behind the scenes and which will perform
|
|
702 |
the mechanics of the packet echo according to the various timing parameters
|
|
703 |
that we have set in the script.
|
|
704 |
|
|
705 |
Eventually, since we only send one packet (recall the ``MaxPackets``
|
|
706 |
``Attribute`` was set to one), the chain of events triggered by
|
|
707 |
that single client echo request will taper off and the simulation will go
|
|
708 |
idle. Once this happens, the remaining events will be the ``Stop`` events
|
|
709 |
for the server and the client. When these events are executed, there are
|
|
710 |
no further events to process and ``Simulator::Run`` returns. The simulation
|
|
711 |
is then complete.
|
|
712 |
|
|
713 |
All that remains is to clean up. This is done by calling the global function
|
|
714 |
``Simulator::Destroy``. As the helper functions (or low level
|
|
715 |
|ns3| code) executed, they arranged it so that hooks were inserted in
|
|
716 |
the simulator to destroy all of the objects that were created. You did not
|
|
717 |
have to keep track of any of these objects yourself --- all you had to do
|
|
718 |
was to call ``Simulator::Destroy`` and exit. The |ns3| system
|
|
719 |
took care of the hard part for you. The remaining lines of our first
|
|
720 |
|ns3| script, ``first.cc``, do just that:
|
|
721 |
|
|
722 |
::
|
|
723 |
|
|
724 |
Simulator::Destroy ();
|
|
725 |
return 0;
|
|
726 |
}
|
|
727 |
|
|
728 |
Building Your Script
|
|
729 |
++++++++++++++++++++
|
|
730 |
We have made it trivial to build your simple scripts. All you have to do is
|
|
731 |
to drop your script into the scratch directory and it will automatically be
|
|
732 |
built if you run Waf. Let's try it. Copy ``examples/tutorial/first.cc`` into
|
|
733 |
the ``scratch`` directory after changing back into the top level directory.
|
|
734 |
|
|
735 |
::
|
|
736 |
|
|
737 |
cd ..
|
|
738 |
cp examples/tutorial/first.cc scratch/myfirst.cc
|
|
739 |
|
|
740 |
Now build your first example script using waf:
|
|
741 |
|
|
742 |
::
|
|
743 |
|
|
744 |
./waf
|
|
745 |
|
|
746 |
You should see messages reporting that your ``myfirst`` example was built
|
|
747 |
successfully.
|
|
748 |
|
|
749 |
::
|
|
750 |
|
|
751 |
Waf: Entering directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
752 |
[614/708] cxx: scratch/myfirst.cc -> build/debug/scratch/myfirst_3.o
|
|
753 |
[706/708] cxx_link: build/debug/scratch/myfirst_3.o -> build/debug/scratch/myfirst
|
|
754 |
Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
755 |
'build' finished successfully (2.357s)
|
|
756 |
|
|
757 |
You can now run the example (note that if you build your program in the scratch
|
|
758 |
directory you must run it out of the scratch directory):
|
|
759 |
|
|
760 |
::
|
|
761 |
|
|
762 |
./waf --run scratch/myfirst
|
|
763 |
|
|
764 |
You should see some output:
|
|
765 |
|
|
766 |
::
|
|
767 |
|
|
768 |
Waf: Entering directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
769 |
Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
770 |
'build' finished successfully (0.418s)
|
|
771 |
Sent 1024 bytes to 10.1.1.2
|
|
772 |
Received 1024 bytes from 10.1.1.1
|
|
773 |
Received 1024 bytes from 10.1.1.2
|
|
774 |
|
|
775 |
Here you see that the build system checks to make sure that the file has been
|
|
776 |
build and then runs it. You see the logging component on the echo client
|
|
777 |
indicate that it has sent one 1024 byte packet to the Echo Server on
|
|
778 |
10.1.1.2. You also see the logging component on the echo server say that
|
|
779 |
it has received the 1024 bytes from 10.1.1.1. The echo server silently
|
|
780 |
echoes the packet and you see the echo client log that it has received its
|
|
781 |
packet back from the server.
|
|
782 |
|
|
783 |
Ns-3 Source Code
|
|
784 |
****************
|
|
785 |
|
|
786 |
Now that you have used some of the |ns3| helpers you may want to
|
|
787 |
have a look at some of the source code that implements that functionality.
|
|
788 |
The most recent code can be browsed on our web server at the following link:
|
|
789 |
http://code.nsnam.org/ns-3-dev. There, you will see the Mercurial
|
|
790 |
summary page for our |ns3| development tree.
|
|
791 |
|
|
792 |
At the top of the page, you will see a number of links,
|
|
793 |
|
|
794 |
::
|
|
795 |
|
|
796 |
summary | shortlog | changelog | graph | tags | files
|
|
797 |
|
|
798 |
Go ahead and select the ``files`` link. This is what the top-level of
|
|
799 |
most of our *repositories* will look:
|
|
800 |
|
|
801 |
::
|
|
802 |
|
|
803 |
drwxr-xr-x [up]
|
|
804 |
drwxr-xr-x bindings python files
|
|
805 |
drwxr-xr-x doc files
|
|
806 |
drwxr-xr-x examples files
|
|
807 |
drwxr-xr-x ns3 files
|
|
808 |
drwxr-xr-x samples files
|
|
809 |
drwxr-xr-x scratch files
|
|
810 |
drwxr-xr-x src files
|
|
811 |
drwxr-xr-x utils files
|
|
812 |
-rw-r--r-- 2009-07-01 12:47 +0200 560 .hgignore file | revisions | annotate
|
|
813 |
-rw-r--r-- 2009-07-01 12:47 +0200 1886 .hgtags file | revisions | annotate
|
|
814 |
-rw-r--r-- 2009-07-01 12:47 +0200 1276 AUTHORS file | revisions | annotate
|
|
815 |
-rw-r--r-- 2009-07-01 12:47 +0200 30961 CHANGES.html file | revisions | annotate
|
|
816 |
-rw-r--r-- 2009-07-01 12:47 +0200 17987 LICENSE file | revisions | annotate
|
|
817 |
-rw-r--r-- 2009-07-01 12:47 +0200 3742 README file | revisions | annotate
|
|
818 |
-rw-r--r-- 2009-07-01 12:47 +0200 16171 RELEASE_NOTES file | revisions | annotate
|
|
819 |
-rw-r--r-- 2009-07-01 12:47 +0200 6 VERSION file | revisions | annotate
|
|
820 |
-rwxr-xr-x 2009-07-01 12:47 +0200 88110 waf file | revisions | annotate
|
|
821 |
-rwxr-xr-x 2009-07-01 12:47 +0200 28 waf.bat file | revisions | annotate
|
|
822 |
-rw-r--r-- 2009-07-01 12:47 +0200 35395 wscript file | revisions | annotate
|
|
823 |
-rw-r--r-- 2009-07-01 12:47 +0200 7673 wutils.py file | revisions | annotate
|
|
824 |
|
|
825 |
Our example scripts are in the ``examples`` directory. If you click on ``examples``
|
|
826 |
you will see a list of files. One of the files in that directory is ``first.cc``. If
|
|
827 |
you click on ``first.cc`` you will find the code you just walked through.
|
|
828 |
|
|
829 |
The source code is mainly in the ``src`` directory. You can view source
|
|
830 |
code either by clicking on the directory name or by clicking on the ``files``
|
|
831 |
link to the right of the directory name. If you click on the ``src``
|
|
832 |
directory, you will be taken to the listing of the ``src`` subdirectories. If you
|
|
833 |
then click on ``core`` subdirectory, you will find a list of files. The first file
|
|
834 |
you will find (as of this writing) is ``abort.h``. If you click on the
|
|
835 |
``abort.h`` link, you will be sent to the source file for ``abort.h`` which
|
|
836 |
contains useful macros for exiting scripts if abnormal conditions are detected.
|
|
837 |
|
|
838 |
The source code for the helpers we have used in this chapter can be found in the
|
|
839 |
``src/helper`` directory. Feel free to poke around in the directory tree to
|
|
840 |
get a feel for what is there and the style of |ns3| programs.
|