doc/tutorial/conceptual-overview.texi
changeset 6754 7ff69b244b5b
parent 6753 c9133c87760d
child 6755 b3da3ed88b6e
--- a/doc/tutorial/conceptual-overview.texi	Sun Jan 02 22:57:04 2011 -0800
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-
-@c ========================================================================
-@c Begin document body here
-@c ========================================================================
-
-@c ========================================================================
-@c Conceptual Overview
-@c ========================================================================
-@node Conceptual Overview
-@chapter Conceptual Overview
-
-@menu
-* Key Abstractions::
-* A First ns-3 Script::
-@end menu
-
-The first thing we need to do before actually starting to look at or write
-@command{ns-3} code is to explain a few core concepts and abstractions in the
-system.  Much of this may appear transparently obvious to some, but we
-recommend taking the time to read through this section just to ensure you
-are starting on a firm foundation.
-
-@node Key Abstractions
-@section Key Abstractions
-
-In this section, we'll review some terms that are commonly used in
-networking, but have a specific meaning in @command{ns-3}.
-
-@subsection Node
-@cindex Node
-In Internet jargon, a computing device that connects to a network is called
-a @emph{host} or sometimes an @emph{end system}.  Because @command{ns-3} is a 
-@emph{network} simulator, not specifically an @emph{Internet} simulator, we 
-intentionally do not use the term host since it is closely associated with
-the Internet and its protocols.  Instead, we use a more generic term also
-used by other simulators that originates in Graph Theory --- the @emph{node}.
-
-@cindex class Node
-In @command{ns-3} the basic computing device abstraction is called the 
-node.  This abstraction is represented in C++ by the class @code{Node}.  The 
-@code{Node} class provides methods for managing the representations of 
-computing devices in simulations.
-
-You should think of a @code{Node} as a computer to which you will add 
-functionality.  One adds things like applications, protocol stacks and
-peripheral cards with their associated drivers to enable the computer to do
-useful work.  We use the same basic model in @command{ns-3}.
-
-@subsection Application
-@cindex Application
-Typically, computer software is divided into two broad classes.  @emph{System
-Software} organizes various computer resources such as memory, processor
-cycles, disk, network, etc., according to some computing model.  System
-software usually does not use those resources to complete tasks that directly
-benefit a user.  A user would typically run an @emph{application} that acquires
-and uses the resources controlled by the system software to accomplish some
-goal.  
-
-@cindex system call
-Often, the line of separation between system and application software is made
-at the privilege level change that happens in operating system traps.
-In @command{ns-3} there is no real concept of operating system and especially
-no concept of privilege levels or system calls.  We do, however, have the
-idea of an application.  Just as software applications run on computers to
-perform tasks in the ``real world,'' @command{ns-3} applications run on
-@command{ns-3} @code{Nodes} to drive simulations in the simulated world.
-
-@cindex class Application
-In @command{ns-3} the basic abstraction for a user program that generates some
-activity to be simulated is the application.  This abstraction is represented 
-in C++ by the class @code{Application}.  The @code{Application} class provides 
-methods for managing the representations of our version of user-level 
-applications in simulations.  Developers are expected to specialize the
-@code{Application} class in the object-oriented programming sense to create new
-applications.  In this tutorial, we will use specializations of class 
-@code{Application} called @code{UdpEchoClientApplication} and 
-@code{UdpEchoServerApplication}.  As you might expect, these applications 
-compose a client/server application set used to generate and echo simulated 
-network packets 
-
-@subsection Channel
-@cindex Channel
-
-In the real world, one can connect a computer to a network.  Often the media
-over which data flows in these networks are called @emph{channels}.  When
-you connect your Ethernet cable to the plug in the wall, you are connecting 
-your computer to an Ethernet communication channel.  In the simulated world
-of @command{ns-3}, one connects a @code{Node} to an object representing a
-communication channel.  Here the basic communication subnetwork abstraction 
-is called the channel and is represented in C++ by the class @code{Channel}.  
-
-The @code{Channel} class provides methods for managing communication 
-subnetwork objects and connecting nodes to them.  @code{Channels} may also be
-specialized by developers in the object oriented programming sense.  A 
-@code{Channel} specialization may model something as simple as a wire.  The 
-specialized  @code{Channel} can also model things as complicated as a large 
-Ethernet switch, or three-dimensional space full of obstructions in the case 
-of wireless networks.
-
-We will use specialized versions of the @code{Channel} called
-@code{CsmaChannel}, @code{PointToPointChannel} and @code{WifiChannel} in this
-tutorial.  The @code{CsmaChannel}, for example, models a version of a 
-communication subnetwork that implements a @emph{carrier sense multiple 
-access} communication medium.  This gives us Ethernet-like functionality.  
-
-@subsection Net Device
-@cindex NetDevice
-@cindex Ethernet
-It used to be the case that if you wanted to connect a computers to a network,
-you had to buy a specific kind of network cable and a hardware device called
-(in PC terminology) a @emph{peripheral card} that needed to be installed in
-your computer.  If the peripheral card implemented some networking function,
-they were called Network Interface Cards, or @emph{NICs}.  Today most 
-computers come with the network interface hardware built in and users don't 
-see these building blocks.
-
-A NIC will not work without a software driver to control the hardware.  In 
-Unix (or Linux), a piece of peripheral hardware is classified as a 
-@emph{device}.  Devices are controlled using @emph{device drivers}, and network
-devices (NICs) are controlled using @emph{network device drivers}
-collectively known as @emph{net devices}.  In Unix and Linux you refer
-to these net devices by names such as @emph{eth0}.
-
-In @command{ns-3} the @emph{net device} abstraction covers both the software 
-driver and the simulated hardware.  A net device is ``installed'' in a 
-@code{Node} in order to enable the @code{Node} to communicate with other 
-@code{Nodes} in the simulation via @code{Channels}.  Just as in a real
-computer, a @code{Node} may be connected to more than one @code{Channel} via
-multiple @code{NetDevices}.
-
-The net device abstraction is represented in C++ by the class @code{NetDevice}.
-The @code{NetDevice} class provides methods for managing connections to 
-@code{Node} and @code{Channel} objects; and may be specialized by developers
-in the object-oriented programming sense.  We will use the several specialized
-versions of the @code{NetDevice} called @code{CsmaNetDevice},
-@code{PointToPointNetDevice}, and @code{WifiNetDevice} in this tutorial.
-Just as an Ethernet NIC is designed to work with an Ethernet network, the
-@code{CsmaNetDevice} is designed to work with a @code{CsmaChannel}; the
-@code{PointToPointNetDevice} is designed to work with a 
-@code{PointToPointChannel} and a @code{WifiNetNevice} is designed to work with
-a @code{WifiChannel}.
-
-@subsection Topology Helpers
-@cindex helper
-@cindex topology
-@cindex topology helper
-In a real network, you will find host computers with added (or built-in)
-NICs.  In @command{ns-3} we would say that you will find @code{Nodes} with 
-attached @code{NetDevices}.  In a large simulated network you will need to 
-arrange many connections between @code{Nodes}, @code{NetDevices} and 
-@code{Channels}.
-
-Since connecting @code{NetDevices} to @code{Nodes}, @code{NetDevices}
-to @code{Channels}, assigning IP addresses,  etc., are such common tasks
-in @command{ns-3}, we provide what we call @emph{topology helpers} to make 
-this as easy as possible.  For example, it may take many distinct 
-@command{ns-3} core operations to create a NetDevice, add a MAC address, 
-install that net device on a @code{Node}, configure the node's protocol stack,
-and then connect the @code{NetDevice} to a @code{Channel}.  Even more
-operations would be required to connect multiple devices onto multipoint 
-channels and then to connect individual networks together into internetworks.
-We provide topology helper objects that combine those many distinct operations
-into an easy to use model for your convenience.
-
-@c ========================================================================
-@c A First ns-3 script
-@c ========================================================================
-@node A First ns-3 Script
-@section A First ns-3 Script
-@cindex first script
-If you downloaded the system as was suggested above, you will have a release
-of @command{ns-3} in a directory called @code{repos} under your home 
-directory.  Change into that release directory, and you should find a 
-directory structure something like the following:
-
-@verbatim
-  AUTHORS       doc/       README         src/     waf.bat*
-  bindings/     examples/  RELEASE_NOTES  utils/   wscript
-  build/        LICENSE    samples/       VERSION  wutils.py
-  CHANGES.html  ns3/       scratch/       waf*     wutils.pyc
-@end verbatim
-
-@cindex first.cc
-Change into the @code{examples/tutorial} directory.  You should see a file named 
-@code{first.cc} located there.  This is a script that will create a simple
-point-to-point link between two nodes and echo a single packet between the
-nodes.  Let's take a look at that script line by line, so go ahead and open
-@code{first.cc} in your favorite editor.
-
-@subsection Boilerplate
-The first line in the file is an emacs mode line.  This tells emacs about the
-formatting conventions (coding style) we use in our source code.  
-
-@verbatim
-  /* -*- Mode:C++; c-file-style:''gnu''; indent-tabs-mode:nil; -*- */
-@end verbatim
-
-This is always a somewhat controversial subject, so we might as well get it
-out of the way immediately.  The @code{ns-3} project, like most large 
-projects, has adopted a coding style to which all contributed code must 
-adhere.  If you want to contribute your code to the project, you will 
-eventually have to conform to the @command{ns-3} coding standard as described 
-in the file @code{doc/codingstd.txt} or shown on the project web page
-@uref{http://www.nsnam.org/codingstyle.html,,here}.
-
-We recommend that you, well, just get used to the look and feel of @code{ns-3}
-code and adopt this standard whenever you are working with our code.  All of 
-the development team and contributors have done so with various amounts of 
-grumbling.  The emacs mode line above makes it easier to get the formatting 
-correct if you use the emacs editor.
-
-The @command{ns-3} simulator is licensed using the GNU General Public 
-License.  You will see the appropriate GNU legalese at the head of every file 
-in the @command{ns-3} distribution.  Often you will see a copyright notice for
-one of the institutions involved in the @code{ns-3} project above the GPL
-text and an author listed below.
-
-@verbatim
-  /*
-   * This program is free software; you can redistribute it and/or modify
-   * it under the terms of the GNU General Public License version 2 as
-   * published by the Free Software Foundation;
-   *
-   * This program is distributed in the hope that it will be useful,
-   * but WITHOUT ANY WARRANTY; without even the implied warranty of
-   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-   * GNU General Public License for more details.
-   *
-   * You should have received a copy of the GNU General Public License
-   * along with this program; if not, write to the Free Software
-   * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA
-   */
-@end verbatim
-
-@subsection Module Includes
-The code proper starts with a number of include statements.  
-
-@verbatim
-  #include "ns3/core-module.h"
-  #include "ns3/simulator-module.h"
-  #include "ns3/node-module.h"
-  #include "ns3/helper-module.h"
-@end verbatim
-
-To help our high-level script users deal with the large number of include 
-files present in the system, we group includes according to relatively large 
-modules.  We provide a single include file that will recursively load all of 
-the include files used in each module.  Rather than having to look up exactly
-what header you need, and possibly have to get a number of dependencies right,
-we give you the ability to load a group of files at a large granularity.  This
-is not the most efficient approach but it certainly makes writing scripts much
-easier.
-
-Each of the @command{ns-3} include files is placed in a directory called 
-@code{ns3} (under the build directory) during the build process to help avoid
-include file name collisions.  The @code{ns3/core-module.h} file corresponds 
-to the ns-3 module you will find in the directory @code{src/core} in your 
-downloaded release distribution.  If you list this directory you will find a
-large number of header files.  When you do a build, Waf will place public 
-header files in an @code{ns3} directory under the appropriate 
-@code{build/debug} or @code{build/optimized} directory depending on your 
-configuration.  Waf will also automatically generate a module include file to
-load all of the public header files.
-
-Since you are, of course, following this tutorial religiously, you will 
-already have done a
-
-@verbatim
-  ./waf -d debug configure
-@end verbatim
-
-in order to configure the project to perform debug builds.  You will also have
-done a
-
-@verbatim
-  ./waf
-@end verbatim
-
-to build the project.  So now if you look in the directory 
-@code{../../build/debug/ns3} you will find the four module include files shown 
-above.  You can take a look at the contents of these files and find that they
-do include all of the public include files in their respective modules.
-
-@subsection Ns3 Namespace
-The next line in the @code{first.cc} script is a namespace declaration.
-
-@verbatim
-  using namespace ns3;
-@end verbatim
-
-The @command{ns-3} project is implemented in a C++ namespace called 
-@code{ns3}.  This groups all @command{ns-3}-related declarations in a scope
-outside the global namespace, which we hope will help with integration with 
-other code.  The C++ @code{using} statement introduces the @code{ns-3}
-namespace into the current (global) declarative region.  This is a fancy way
-of saying that after this declaration, you will not have to type @code{ns3::}
-scope resolution operator before all of the @code{ns-3} code in order to use
-it.  If you are unfamiliar with namespaces, please consult almost any C++ 
-tutorial and compare the @code{ns3} namespace and usage here with instances of
-the @code{std} namespace and the @code{using namespace std;} statements you 
-will often find in discussions of @code{cout} and streams.
-
-@subsection Logging
-The next line of the script is the following,
-
-@verbatim
-  NS_LOG_COMPONENT_DEFINE ("FirstScriptExample");
-@end verbatim
-
-We will use this statement as a convenient place to talk about our Doxygen
-documentation system.  If you look at the project web site, 
-@uref{http://www.nsnam.org,,ns-3 project}, you will find a link to ``Doxygen 
-(ns-3-dev)'' in the navigation bar.  If you select this link, you will be
-taken to our documentation page for the current development release.  There 
-is also a link to ``Doxygen (stable)'' that will take you to the documentation
-for the latest stable release of @code{ns-3}.
-
-Along the left side, you will find a graphical representation of the structure
-of the documentation.  A good place to start is the @code{NS-3 Modules} 
-``book'' in the @code{ns-3} navigation tree.  If you expand @code{Modules} 
-you will see a list of @command{ns-3} module documentation.  The concept of 
-module here ties directly into the module include files discussed above.  It 
-turns out that the @command{ns-3} logging subsystem is part of the @code{core} 
-module, so go ahead and expand that documentation node.  Now, expand the 
-@code{Debugging} book and then select the @code{Logging} page.
-
-You should now be looking at the Doxygen documentation for the Logging module.
-In the list of @code{#define}s at the top of the page you will see the entry
-for @code{NS_LOG_COMPONENT_DEFINE}.  Before jumping in, it would probably be 
-good to look for the ``Detailed Description'' of the logging module to get a 
-feel for the overall operation.  You can either scroll down or select the
-``More...'' link under the collaboration diagram to do this.
-
-Once you have a general idea of what is going on, go ahead and take a look at
-the specific @code{NS_LOG_COMPONENT_DEFINE} documentation.  I won't duplicate
-the documentation here, but to summarize, this line declares a logging 
-component called @code{FirstScriptExample} that allows you to enable and 
-disable console message logging by reference to the name.
-
-@subsection Main Function
-The next lines of the script you will find are,
-
-@verbatim
-    int
-  main (int argc, char *argv[])
-  {
-@end verbatim
-
-This is just the declaration of the main function of your program (script).
-Just as in any C++ program, you need to define a main function that will be 
-the first function run.  There is nothing at all special here.  Your 
-@command{ns-3} script is just a C++ program.
-
-The next two lines of the script are used to enable two logging components that
-are built into the Echo Client and Echo Server applications:
-
-@verbatim
-    LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);
-    LogComponentEnable("UdpEchoServerApplication", LOG_LEVEL_INFO);
-@end verbatim
-
-If you have read over the Logging component documentation you will have seen
-that there are a number of levels of logging verbosity/detail that you can 
-enable on each component.  These two lines of code enable debug logging at the
-INFO level for echo clients and servers.  This will result in the application
-printing out messages as packets are sent and received during the simulation.
-
-Now we will get directly to the business of creating a topology and running 
-a simulation.  We use the topology helper objects to make this job as
-easy as possible.
-
-@subsection Topology Helpers
-@subsubsection NodeContainer
-The next two lines of code in our script will actually create the 
-@command{ns-3} @code{Node} objects that will represent the computers in the 
-simulation.  
-
-@verbatim
-    NodeContainer nodes;
-    nodes.Create (2);
-@end verbatim
-
-Let's find the documentation for the @code{NodeContainer} class before we
-continue.  Another way to get into the documentation for a given class is via 
-the @code{Classes} tab in the Doxygen pages.  If you still have the Doxygen 
-handy, just scroll up to the top of the page and select the @code{Classes} 
-tab.  You should see a new set of tabs appear, one of which is 
-@code{Class List}.  Under that tab you will see a list of all of the 
-@command{ns-3} classes.  Scroll down, looking for @code{ns3::NodeContainer}.
-When you find the class, go ahead and select it to go to the documentation for
-the class.
-
-You may recall that one of our key abstractions is the @code{Node}.  This
-represents a computer to which we are going to add things like protocol stacks,
-applications and peripheral cards.  The @code{NodeContainer} topology helper
-provides a convenient way to create, manage and access any @code{Node} objects
-that we create in order to run a simulation.  The first line above just 
-declares a NodeContainer which we call @code{nodes}.  The second line calls the
-@code{Create} method on the @code{nodes} object and asks the container to 
-create two nodes.  As described in the Doxygen, the container calls down into
-the @command{ns-3} system proper to create two @code{Node} objects and stores
-pointers to those objects internally.
-
-The nodes as they stand in the script do nothing.  The next step in 
-constructing a topology is to connect our nodes together into a network.
-The simplest form of network we support is a single point-to-point link 
-between two nodes.  We'll construct one of those links here.
-
-@subsubsection PointToPointHelper
-We are constructing a point to point link, and, in a pattern which will become
-quite familiar to you, we use a topology helper object to do the low-level
-work required to put the link together.  Recall that two of our key 
-abstractions are the @code{NetDevice} and the @code{Channel}.  In the real
-world, these terms correspond roughly to peripheral cards and network cables.  
-Typically these two things are intimately tied together and one cannot expect
-to interchange, for example, Ethernet devices and wireless channels.  Our 
-Topology Helpers follow this intimate coupling and therefore you will use a
-single @code{PointToPointHelper} to configure and connect @command{ns-3}
-@code{PointToPointNetDevice} and @code{PointToPointChannel} objects in this 
-script.
-
-The next three lines in the script are,
-
-@verbatim
-    PointToPointHelper pointToPoint;
-    pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
-    pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));
-@end verbatim
-
-The first line,
-
-@verbatim
-    PointToPointHelper pointToPoint;
-@end verbatim
-
-instantiates a @code{PointToPointHelper} object on the stack.  From a 
-high-level perspective the next line,
-
-@verbatim
-    pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
-@end verbatim
-
-tells the @code{PointToPointHelper} object to use the value ``5Mbps''
-(five megabits per second) as the ``DataRate'' when it creates a 
-@code{PointToPointNetDevice} object.
-
-From a more detailed perspective, the string ``DataRate'' corresponds
-to what we call an @code{Attribute} of the @code{PointToPointNetDevice}.
-If you look at the Doxygen for class @code{ns3::PointToPointNetDevice} and 
-find the documentation for the @code{GetTypeId} method, you will find a list
-of  @code{Attributes} defined for the device.  Among these is the ``DataRate''
-@code{Attribute}.  Most user-visible @command{ns-3} objects have similar lists of 
-@code{Attributes}.  We use this mechanism to easily configure simulations without
-recompiling as you will see in a following section.
-
-Similar to the ``DataRate'' on the @code{PointToPointNetDevice} you will find a
-``Delay'' @code{Attribute} associated with the @code{PointToPointChannel}.  The 
-final line,
-
-@verbatim
-    pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));
-@end verbatim
-
-tells the @code{PointToPointHelper} to use the value ``2ms'' (two milliseconds)
-as the value of the transmission delay of every point to point channel it 
-subsequently creates.
-
-@subsubsection NetDeviceContainer
-At this point in the script, we have a @code{NodeContainer} that contains
-two nodes.  We have a @code{PointToPointHelper} that is primed and ready to 
-make @code{PointToPointNetDevices} and wire @code{PointToPointChannel} objects
-between them.  Just as we used the @code{NodeContainer} topology helper object
-to create the @code{Nodes} for our simulation, we will ask the 
-@code{PointToPointHelper} to do the work involved in creating, configuring and
-installing our devices for us.  We will need to have a list of all of the 
-NetDevice objects that are created, so we use a NetDeviceContainer to hold 
-them just as we used a NodeContainer to hold the nodes we created.  The 
-following two lines of code,
-
-@verbatim
-    NetDeviceContainer devices;
-    devices = pointToPoint.Install (nodes);
-@end verbatim
-
-will finish configuring the devices and channel.  The first line declares the 
-device container mentioned above and the second does the heavy lifting.  The 
-@code{Install} method of the @code{PointToPointHelper} takes a 
-@code{NodeContainer} as a parameter.  Internally, a @code{NetDeviceContainer} 
-is created.  For each node in the @code{NodeContainer} (there must be exactly 
-two for a point-to-point link) a @code{PointToPointNetDevice} is created and 
-saved in the device container.  A @code{PointToPointChannel} is created and 
-the two @code{PointToPointNetDevices} are attached.  When objects are created
-by the @code{PointToPointHelper}, the @code{Attributes} previously set in the 
-helper are used to initialize the corresponding @code{Attributes} in the 
-created objects.
-
-After executing the @code{pointToPoint.Install (nodes)} call we will have
-two nodes, each with an installed point-to-point net device and a single
-point-to-point channel between them.  Both devices will be configured to 
-transmit data at five megabits per second over the channel which has a two 
-millisecond transmission delay.
-
-@subsubsection InternetStackHelper
-We now have nodes and devices configured, but we don't have any protocol stacks
-installed on our nodes.  The next two lines of code will take care of that.
-
-@verbatim
-    InternetStackHelper stack;
-    stack.Install (nodes);
-@end verbatim
-
-The @code{InternetStackHelper} is a topology helper that is to internet stacks
-what the @code{PointToPointHelper} is to point-to-point net devices.  The
-@code{Install} method takes a @code{NodeContainer} as a parameter.  When it is
-executed, it will install an Internet Stack (TCP, UDP, IP, etc.) on each of
-the nodes in the node container.
-
-@subsubsection Ipv4AddressHelper
-Next we need to associate the devices on our nodes with IP addresses.  We 
-provide a topology helper to manage the allocation of IP addresses.  The only
-user-visible API is to set the base IP address and network mask to use when
-performing the actual address allocation (which is done at a lower level 
-inside the helper).
-
-The next two lines of code in our example script, @code{first.cc},
-
-@verbatim
-    Ipv4AddressHelper address;
-    address.SetBase ("10.1.1.0", "255.255.255.0");
-@end verbatim
-
-declare an address helper object and tell it that it should begin allocating IP
-addresses from the network 10.1.1.0 using the mask 255.255.255.0 to define 
-the allocatable bits.  By default the addresses allocated will start at one
-and increase monotonically, so the first address allocated from this base will
-be 10.1.1.1, followed by 10.1.1.2, etc.  The low level @command{ns-3} system
-actually remembers all of the IP addresses allocated and will generate a
-fatal error if you accidentally cause the same address to be generated twice 
-(which is a very hard to debug error, by the way).
-
-The next line of code,
-
-@verbatim
-    Ipv4InterfaceContainer interfaces = address.Assign (devices);
-@end verbatim
-
-performs the actual address assignment.  In @command{ns-3} we make the
-association between an IP address and a device using an @code{Ipv4Interface}
-object.  Just as we sometimes need a list of net devices created by a helper 
-for future reference we sometimes need a list of @code{Ipv4Interface} objects.
-The @code{Ipv4InterfaceContainer} provides this functionality.
-
-Now we have a point-to-point network built, with stacks installed and IP 
-addresses assigned.  What we need at this point are applications to generate
-traffic.
-
-@subsection Applications
-Another one of the core abstractions of the ns-3 system is the 
-@code{Application}.  In this script we use two specializations of the core
-@command{ns-3} class @code{Application} called @code{UdpEchoServerApplication}
-and @code{UdpEchoClientApplication}.  Just as we have in our previous 
-explanations,  we use helper objects to help configure and manage the 
-underlying objects.  Here, we use @code{UdpEchoServerHelper} and
-@code{UdpEchoClientHelper} objects to make our lives easier.
-
-@subsubsection UdpEchoServerHelper
-The following lines of code in our example script, @code{first.cc}, are used
-to set up a UDP echo server application on one of the nodes we have previously
-created.
-
-@verbatim
-    UdpEchoServerHelper echoServer (9);
-
-    ApplicationContainer serverApps = echoServer.Install (nodes.Get (1));
-    serverApps.Start (Seconds (1.0));
-    serverApps.Stop (Seconds (10.0));
-@end verbatim
-
-The first line of code in the above snippet declares the 
-@code{UdpEchoServerHelper}.  As usual, this isn't the application itself, it
-is an object used to help us create the actual applications.  One of our 
-conventions is to place @emph{required} @code{Attributes} in the helper constructor.
-In this case, the helper can't do anything useful unless it is provided with
-a port number that the client also knows about.  Rather than just picking one 
-and hoping it all works out, we require the port number as a parameter to the 
-constructor.  The constructor, in turn, simply does a @code{SetAttribute}
-with the passed value.  If you want, you can set the ``Port'' @code{Attribute}
-to another value later using @code{SetAttribute}.
-
-Similar to many other helper objects, the @code{UdpEchoServerHelper} object 
-has an @code{Install} method.  It is the execution of this method that actually
-causes the underlying echo server application to be instantiated and attached
-to a node.  Interestingly, the @code{Install} method takes a
-@code{NodeContainter} as a parameter just as the other @code{Install} methods
-we have seen.  This is actually what is passed to the method even though it 
-doesn't look so in this case.  There is a C++ @emph{implicit conversion} at
-work here that takes the result of @code{nodes.Get (1)} (which returns a smart
-pointer to a node object --- @code{Ptr<Node>}) and uses that in a constructor
-for an unnamed @code{NodeContainer} that is then passed to @code{Install}.
-If you are ever at a loss to find a particular method signature in C++ code
-that compiles and runs just fine, look for these kinds of implicit conversions.  
-
-We now see that @code{echoServer.Install} is going to install a
-@code{UdpEchoServerApplication} on the node found at index number one of the
-@code{NodeContainer} we used to manage our nodes.  @code{Install} will return
-a container that holds pointers to all of the applications (one in this case 
-since we passed a @code{NodeContainer} containing one node) created by the 
-helper.
-
-Applications require a time to ``start'' generating traffic and may take an
-optional time to ``stop''.  We provide both.  These times are set using  the
-@code{ApplicationContainer} methods @code{Start} and @code{Stop}.  These 
-methods take @code{Time} parameters.  In this case, we use an @emph{explicit}
-C++ conversion sequence to take the C++ double 1.0 and convert it to an 
-@command{ns-3} @code{Time} object using a @code{Seconds} cast.  Be aware that
-the conversion rules may be controlled by the model author, and C++ has its
-own rules, so you can't always just assume that parameters will be happily 
-converted for you.  The two lines,
-
-@verbatim
-    serverApps.Start (Seconds (1.0));
-    serverApps.Stop (Seconds (10.0));
-@end verbatim
-
-will cause the echo server application to @code{Start} (enable itself) at one
-second into the simulation and to @code{Stop} (disable itself) at ten seconds
-into the simulation.  By virtue of the fact that we have declared a simulation
-event (the application stop event) to be executed at ten seconds, the simulation
-will last @emph{at least} ten seconds.
-
-@subsubsection UdpEchoClientHelper
-
-The echo client application is set up in a method substantially similar to
-that for the server.  There is an underlying @code{UdpEchoClientApplication}
-that is managed by an @code{UdpEchoClientHelper}.
-
-@verbatim
-    UdpEchoClientHelper echoClient (interfaces.GetAddress (1), 9);
-    echoClient.SetAttribute ("MaxPackets", UintegerValue (1));
-    echoClient.SetAttribute ("Interval", TimeValue (Seconds (1.)));
-    echoClient.SetAttribute ("PacketSize", UintegerValue (1024));
-
-    ApplicationContainer clientApps = echoClient.Install (nodes.Get (0));
-    clientApps.Start (Seconds (2.0));
-    clientApps.Stop (Seconds (10.0));
-@end verbatim
-
-For the echo client, however, we need to set five different @code{Attributes}.
-The first two @code{Attributes} are set during construction of the 
-@code{UdpEchoClientHelper}.  We pass parameters that are used (internally to
-the helper) to set the ``RemoteAddress'' and ``RemotePort'' @code{Attributes}
-in accordance with our convention to make required @code{Attributes} parameters
-in the helper constructors.  
-
-Recall that we used an @code{Ipv4InterfaceContainer} to keep track of the IP 
-addresses we assigned to our devices.  The zeroth interface in the 
-@code{interfaces} container is going to correspond to the IP address of the 
-zeroth node in the @code{nodes} container.  The first interface in the 
-@code{interfaces} container corresponds to the IP address of the first node 
-in the @code{nodes} container.  So, in the first line of code (from above), we
-are creating the helper and telling it so set the remote address of the client
-to be  the IP address assigned to the node on which the server resides.  We 
-also tell it to arrange to send packets to port nine.
-
-The ``MaxPackets'' @code{Attribute} tells the client the maximum number of 
-packets we allow it to send during the simulation.  The ``Interval'' 
-@code{Attribute} tells the client how long to wait between packets, and the
-``PacketSize'' @code{Attribute} tells the client how large its packet payloads
-should be.  With this particular combination of @code{Attributes}, we are 
-telling the client to send one 1024-byte packet.
-
-Just as in the case of the echo server, we tell the echo client to @code{Start}
-and @code{Stop}, but here we start the client one second after the server is
-enabled (at two seconds into the simulation).
-
-@subsection Simulator
-What we need to do at this point is to actually run the simulation.  This is 
-done using the global function @code{Simulator::Run}.
-
-@verbatim
-    Simulator::Run ();
-@end verbatim
-
-When we previously called the methods,
-
-@verbatim
-    serverApps.Start (Seconds (1.0));
-    serverApps.Stop (Seconds (10.0));
-    ...
-    clientApps.Start (Seconds (2.0));
-    clientApps.Stop (Seconds (10.0));
-@end verbatim
-
-we actually scheduled events in the simulator at 1.0 seconds, 2.0 seconds and
-two events at 10.0 seconds.  When @code{Simulator::Run} is called, the system 
-will begin looking through the list of scheduled events and executing them.  
-First it will run the event at 1.0 seconds, which will enable the echo server 
-application (this event may, in turn, schedule many other events).  Then it 
-will run the event scheduled for t=2.0 seconds which will start the echo client
-application.  Again, this event may schedule many more events.  The start event
-implementation in the echo client application will begin the data transfer phase
-of the simulation by sending a packet to the server.
-
-The act of sending the packet to the server will trigger a chain of events
-that will be automatically scheduled behind the scenes and which will perform 
-the mechanics of the packet echo according to the various timing parameters 
-that we have set in the script.
-
-Eventually, since we only send one packet (recall the @code{MaxPackets} 
-@code{Attribute} was set to one), the chain of events triggered by 
-that single client echo request will taper off and the simulation will go 
-idle.  Once this happens, the remaining events will be the @code{Stop} events
-for the server and the client.  When these events are executed, there are
-no further events to process and @code{Simulator::Run} returns.  The simulation
-is then complete.
-
-All that remains is to clean up.  This is done by calling the global function 
-@code{Simulator::Destroy}.  As the helper functions (or low level 
-@command{ns-3} code) executed, they arranged it so that hooks were inserted in
-the simulator to destroy all of the objects that were created.  You did not 
-have to keep track of any of these objects yourself --- all you had to do 
-was to call @code{Simulator::Destroy} and exit.  The @command{ns-3} system
-took care of the hard part for you.  The remaining lines of our first 
-@command{ns-3} script, @code{first.cc}, do just that:
-
-@verbatim
-    Simulator::Destroy ();
-    return 0;
-  }
-@end verbatim
-
-@subsection Building Your Script
-We have made it trivial to build your simple scripts.  All you have to do is 
-to drop your script into the scratch directory and it will automatically be 
-built if you run Waf.  Let's try it.  Copy @code{examples/tutorial/first.cc} into 
-the @code{scratch} directory after changing back into the top level directory.
-
-@verbatim
-  cd ..
-  cp examples/tutorial/first.cc scratch/myfirst.cc
-@end verbatim
-
-Now build your first example script using waf:
-
-@verbatim
-  ./waf
-@end verbatim
-
-You should see messages reporting that your @code{myfirst} example was built
-successfully.
-
-@verbatim
-  Waf: Entering directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
-  [614/708] cxx: scratch/myfirst.cc -> build/debug/scratch/myfirst_3.o
-  [706/708] cxx_link: build/debug/scratch/myfirst_3.o -> build/debug/scratch/myfirst
-  Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
-  'build' finished successfully (2.357s)
-@end verbatim
-
-You can now run the example (note that if you build your program in the scratch
-directory you must run it out of the scratch directory):
-
-@verbatim
-  ./waf --run scratch/myfirst
-@end verbatim
-
-You should see some output:
-
-@verbatim
-  Waf: Entering directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
-  Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
-  'build' finished successfully (0.418s)
-  Sent 1024 bytes to 10.1.1.2
-  Received 1024 bytes from 10.1.1.1
-  Received 1024 bytes from 10.1.1.2
-@end verbatim
-
-Here you see that the build system checks to make sure that the file has been
-build and then runs it.  You see the logging component on the echo client 
-indicate that it has sent one 1024 byte packet to the Echo Server on 
-10.1.1.2.  You also see the logging component on the echo server say that
-it has received the 1024 bytes from 10.1.1.1.  The echo server silently 
-echoes the packet and you see the echo client log that it has received its 
-packet back from the server.
-
-@c ========================================================================
-@c Browsing ns-3
-@c ========================================================================
-
-@node Ns-3 Source Code
-@section Ns-3 Source Code 
-
-Now that you have used some of the @command{ns-3} helpers you may want to 
-have a look at some of the source code that implements that functionality.
-The most recent code can be browsed on our web server at the following link:
-@uref{http://code.nsnam.org/ns-3-dev}.  There, you will see the Mercurial
-summary page for our @command{ns-3} development tree.
-
-At the top of the page, you will see a number of links,
-
-@verbatim
-  summary | shortlog | changelog | graph | tags | files 
-@end verbatim
-
-Go ahead and select the @code{files} link.  This is what the top-level of
-most of our @emph{repositories} will look:
-
-@verbatim
-drwxr-xr-x                               [up]     
-drwxr-xr-x                               bindings python  files
-drwxr-xr-x                               doc              files
-drwxr-xr-x                               examples         files
-drwxr-xr-x                               ns3              files
-drwxr-xr-x                               samples          files
-drwxr-xr-x                               scratch          files
-drwxr-xr-x                               src              files
-drwxr-xr-x                               utils            files
--rw-r--r-- 2009-07-01 12:47 +0200 560    .hgignore        file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 1886   .hgtags          file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 1276   AUTHORS          file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 30961  CHANGES.html     file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 17987  LICENSE          file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 3742   README           file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 16171  RELEASE_NOTES    file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 6      VERSION          file | revisions | annotate
--rwxr-xr-x 2009-07-01 12:47 +0200 88110  waf              file | revisions | annotate
--rwxr-xr-x 2009-07-01 12:47 +0200 28     waf.bat          file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 35395  wscript          file | revisions | annotate
--rw-r--r-- 2009-07-01 12:47 +0200 7673   wutils.py        file | revisions | annotate
-@end verbatim
-
-Our example scripts are in the @code{examples} directory.  If you click on @code{examples}
-you will see a list of files.  One of the files in that directory is @code{first.cc}.  If
-you click on @code{first.cc} you will find the code you just walked through.
-
-The source code is mainly in the @code{src} directory.  You can view source
-code either by clicking on the directory name or by clicking on the @code{files}
-link to the right of the directory name.  If you click on the @code{src}
-directory, you will be taken to the listing of the @code{src} subdirectories.  If you 
-then click on @code{core} subdirectory, you will find a list of files.  The first file
-you will find (as of this writing) is @code{abort.h}.  If you click on the 
-@code{abort.h} link, you will be sent to the source file for @code{abort.h} which 
-contains useful macros for exiting scripts if abnormal conditions are detected.
-
-The source code for the helpers we have used in this chapter can be found in the 
-@code{src/helper} directory.  Feel free to poke around in the directory tree to
-get a feel for what is there and the style of @command{ns-3} programs.