@node Tracing @chapter Tracing The tracing subsystem is one of the most important mechanisms to understand in @command{ns-3}. In most cases, @command{ns-3} users will have a brilliant idea for some new and improved networking feature. In order to verify that this idea works, the researcher will make changes to an existing system and then run experiments to see how the new feature behaves by gathering statistics that capture the behavior of the feature. In other words, the whole point of running a simulation is to generate output for further study. In @command{ns-3}, the subsystem that enables a researcher to do this is the tracing subsystem. @menu * Tracing Motivation:: * Overview:: * Using the Tracing API:: * Tracing implementation details:: @end menu @node Tracing Motivation @section Motivation There are many ways to get information out of a program. The most straightforward way is to just directly print the information to the standard output, as in, @verbatim #include ... int main () { ... std::cout << ``The value of x is `` << x << std::endl; ... } @end verbatim This is workable in small environments, but as your simulations get more and more complicated, you end up with more and more prints and the task of parsing and performing computations on the output begins to get harder and harder. Another thing to consider is that every time a new tidbit is needed, the software core must be edited and another print introduced. There is no standardized way to control all of this output, so the amount of output tends to grow without bounds. Eventually, the bandwidth required for simply outputting this information begins to limit the running time of the simulation. The output files grow to enormous sizes and parsing them becomes a problem. @command{ns-3} provides a simple mechanism for logging and providing some control over output via @emph{Log Components}, but the level of control is not very fine grained at all. The logging module is a relatively blunt instrument. It is desirable to have a facility that allows one to reach into the core system and only get the information required without having to change and recompile the core system. Even better would be a system that notified the user when an item of interest changed or an interesting event happened. The @command{ns-3} tracing system is designed to work along those lines and is well-integrated with the Attribute and Config substems allowing for relatively simple use scenarios. @node Overview @section Overview The tracing subsystem relies heavily on the @code{ns-3} Callback and Attribute mechanisms. You should read and understand the corresponding sections of the manual before attempting to understand the tracing system. The ns-3 tracing system is built on the concepts of independent tracing sources and tracing sinks; along with a uniform mechanism for connecting sources to sinks. Trace sources are entities that can signal events that happen in a simulation and provide access to interesting underlying data. For example, a trace source could indicate when a packet is received by a net device and provide access to the packet contents for interested trace sinks. A trace source might also indicate when an interesting state change happens in a model. For example, the congestion window of a TCP model is a prime candidate for a trace source. Trace sources are not useful by themselves; they must be connected to other pieces of code that actually do something useful with the information provided by the source. The entities that consume trace information are called trace sinks. Trace sources are generators of events and trace sinks are consumers. This explicit division allows for large numbers of trace sources to be scattered around the system in places which model authors believe might be useful. Unless a user connects a trace sink to one of these sources, nothing is output. This arrangement allows relatively unsophisticated users to attach new types of sinks to existing tracing sources, without requiring editing and recompiling the core or models of the simulator. There can be zero or more consumers of trace events generated by a trace source. One can think of a trace source as a kind of point-to-multipoint information link. The ``transport protocol'' for this conceptual point-to-multipoint link is an @code{ns-3} @code{Callback}. Recall from the Callback Section that callback facility is a way to allow two modules in the system to communicate via function calls while at the same time decoupling the calling function from the called class completely. This is the same requirement as outlined above for the tracing system. Basically, a trace source @emph{is} a callback to which multiple functions may be registered. When a trace sink expresses interest in receiving trace events, it adds a callback to a list of callbacks held by the trace source. When an interesting event happens, the trace source invokes its @code{operator()} providing zero or more parameters. This tells the source to go through its list of callbacks invoking each one in turn. In this way, the parameter(s) are communicated to the trace sinks, which are just functions. @subsection The Simplest Example It will be useful to go walk a quick example just to reinforce what we've said. @smallformat @example #include ``ns3/object.h'' #include ``ns3/uinteger.h'' #include ``ns3/traced-value.h'' #include ``ns3/trace-source-accessor.h'' #include using namespace ns3; @end example @end smallformat The first thing to do is include the required files. As mentioned above, the trace system makes heavy use of the Object and Attribute systems. The first two includes bring in the declarations for those systems. The file, @code{traced-value.h} brings in the required declarations for tracing data that obeys value semantics. In general, value semantics just means that you can pass the object around, not an address. In order to use value semantics at all you have to have an object with an associated copy constructor and assignment operator available. We extend the requirements to talk about the set of operators that are pre-defined for plain-old-data (POD) types. Operator=, operator++, operator--, operator+, operator==, etc. What this all means is that you will be able to trace changes to an object made using those operators. @smallformat @example class MyObject : public Object { public: static TypeId GetTypeId (void) { static TypeId tid = TypeId ("MyObject") .SetParent (Object::GetTypeId ()) .AddConstructor () .AddTraceSource ("MyInteger", "An integer value to trace.", MakeTraceSourceAccessor (&MyObject::m_myInt)) ; return tid; } MyObject () {} TracedValue m_myInt; }; @end example @end smallformat Since the tracing system is integrated with Attributes, and Attributes work with Objects, there must be an @command{ns-3} @code{Object} for the trace source to live in. The two important lines of code are the @code{.AddTraceSource} and the @code{TracedValue} declaration. The @code{.AddTraceSource} provides the ``hooks'' used for connecting the trace source to the outside world. The @code{TracedValue} declaration provides the infrastructure that overloads the operators mentioned above and drives the callback process. @smallformat @example void IntTrace (Int oldValue, Int newValue) { std::cout << ``Traced `` << oldValue << `` to `` << newValue << std::endl; } @end example @end smallformat This is the definition of the trace sink. It corresponds directly to a callback function. This function will be called whenever one of the operators of the @code{TracedValue} is executed. @smallformat @example int main (int argc, char *argv[]) { Ptr myObject = CreateObject (); myObject->TraceConnectWithoutContext ("MyInteger", MakeCallback(&IntTrace)); myObject->m_myInt = 1234; } @end example @end smallformat In this snippet, the first thing that needs to be done is to create the object in which the trace source lives. The next step, the @code{TraceConnectWithoutContext}, forms the connection between the trace source and the trace sink. Notice the @code{MakeCallback} template function. Recall from the Callback section that this creates the specialized functor responsible for providing the overloaded @code{operator()} used to ``fire'' the callback. The overloaded operators (++, --, etc.) will use this @code{operator()} to actually invoke the callback. The @code{TraceConnectWithoutContext}, takes a string parameter that provides the name of the Attribute assigned to the trace source. Let's ignore the bit about context for now since it is not important yet. Finally, the line, @verbatim myObject->m_myInt = 1234; @end verbatim should be interpreted as an invocation of @code{operator=} on the member variable @code{m_myInt} with the integer @code{1234} passed as a parameter. It turns out that this operator is defined (by @code{TracedValue}) to execute a callback that returns void and takes two integer values as parameters -- an old value and a new value for the integer in question. That is exactly the function signature for the callback function we provided -- @code{IntTrace}. To summarize, a trace source is, in essence, a variable that holds a list of callbacks. A trace sink is a function used as the target of a callback. The Attribute and object type information systems are used to provide a way to connect trace sources to trace sinks. The act of ``hitting'' a trace source is executing an operator on the trace source which fires callbacks. This results in the trace sink callbacks registering interest in the source being called with the parameters provided by the source. @subsection Using the Config Subsystem to Connect to Trace Sources The @code{TraceConnectWithoutContext} call shown above in the simple example is actually very rarely used in the system. More typically, the @code{Config} subsystem is used to allow selecting a trace source in the system using what is called a @emph{config path}. For example, one might find something that looks like the following in the system (taken from @code{examples/tcp-large-transfer.cc}) @smallformat @example void CwndTracer (uint32_t oldval, uint32_t newval) {} ... Config::ConnectWithoutContext ( "/NodeList/0/$ns3::TcpL4Protocol/SocketList/0/CongestionWindow", MakeCallback (&CwndTracer)); @end example @end smallformat This should look very familiar. It is the same thing as the previous example, except that a static member function of class @code{Config} is being called instead of a method on @code{Object}; and instead of an @code{Attribute} name, a path is being provided. The first thing to do is to read the path backward. The last segment of the path must be an @code{Attribute} of an @code{Object}. In fact, if you had a pointer to the @code{Object} that has the ``CongestionWindow'' @code{Attribute} handy (call it @code{theObject}), you could write this just like the previous example: @smallformat @example void CwndTracer (uint32_t oldval, uint32_t newval) {} ... theObject->TraceConnectWithoutContext ("CongestionWindow", MakeCallback (&CwndTracer)); @end example @end smallformat It turns out that the code for @code{Config::ConnectWithoutContext} does exactly that. This function takes a path that represents a chain of @code{Object} pointers and follows them until it gets to the end of the path and interprets the last segment as an @code{Attribute} on the last object. Let's walk through what happens. The leading ``/'' character in the path refers to a so-called namespace. One of the predefined namespaces in the config system is ``NodeList'' which is a list of all of the nodes in the simulation. Items in the list are referred to by indices into the list, so ``/NodeList/0'' refers to the zeroth node in the list of nodes created by the simulation. This node is actually a @code{Ptr} and so is a subclass of an @code{ns3::Object}. As described in the Object Model section, @code{ns-3} supports an object aggregation model. The next path segment begins with the ``$'' character which indicates a @code{GetObject} call should be made looking for the type that follows. When a node is initialized by an @code{InternetStackHelper} a number of interfaces are aggregated to the node. One of these is the TCP level four protocol. The runtime type of this protocol object is ``ns3::TcpL4Protocol''. When the @code{GetObject} is executed, it returns a pointer to the object of this type. The @code{TcpL4Protocol} class defines an Attribute called ``SocketList'' which is a list of sockets. Each socket is actually an @code{ns3::Object} with its own @code{Attributes}. The items in the list of sockets are referred to by index just as in the NodeList, so ``SocketList/0'' refers to the zeroth socket in the list of sockets on the zeroth node in the NodeList -- the first node constructed in the simulation. This socket, the type of which turns out to be an @code{ns3::TcpSocketImpl} defines an attribute called ``CongestionWindow'' which is a @code{TracedValue}. The @code{Config::ConnectWithoutContext} now does a, @smallformat @example object->TraceConnectWithoutContext ("CongestionWindow", MakeCallback (&CwndTracer)); @end example @end smallformat using the object pointer from ``SocketList/0'' which makes the connection between the trace source defined in the socket to the callback -- @code{CwndTracer}. Now, whenever a change is made to the @code{TracedValue} representing the congestion window in the TCP socket, the registered callback will be executed and the function @code{CwndTracer} will be called printing out the old and new values of the TCP congestion window. @node Using the Tracing API @section Using the Tracing API There are three levels of interaction with the tracing system: @itemize @bullet @item Beginning user can easily control which objects are participating in tracing; @item Intermediate users can extend the tracing system to modify the output format generated or use existing trace sources in different ways, without modifying the core of the simulator; @item Advanced users can modify the simulator core to add new tracing sources and sinks. @end itemize @node Tracing implementation details @section Implementation details