631 lines
28 KiB
Plaintext
631 lines
28 KiB
Plaintext
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@c ============================================================================
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@c Begin document body here
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@c ============================================================================
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@c ============================================================================
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@c PART: The Tracing System
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@c ============================================================================
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@c The below chapters are under the major heading "The Tracing System"
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@c This is similar to the Latex \part command
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@c
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@c ============================================================================
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@c The Tracing System
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@c ============================================================================
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@node The Tracing System
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@chapter The Tracing System
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@menu
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* Background::
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@end menu
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@c ============================================================================
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@c Background
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@c ============================================================================
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@node Background
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@section Background
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As mentioned in the Using the Tracing System section, the whole point of running
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an @code{ns-3} simulation is to generate output for study. You have two basic
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strategies to work with in @code{ns-3}: using generic pre-defined bulk output
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mechanisms and parsing their content to extract interesting information; or
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somehow developing an output mechanism that conveys exactly (and perhaps only)
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the information wanted.
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Using pre-defined bulk output mechansims has the advantage of not requiring any
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changes to @code{ns-3}, but it does require programming. Often, pcap or NS_LOG
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output messages are gathered during simulation runs and separately run through
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scripts that use grep, sed or awk to parse the messages and reduce and transform
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the data to a manageable form. Programs must be written to do the
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transformation, so this does not come for free. Of course, if the information
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of interest in does not exist in any of the pre-defined output mechanisms,
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this approach fails.
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If you need to add some tidbit of inforamtion to the pre-defined bulk mechanisms,
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this can certainly be done; and if you use one of the @code{ns-3} mechanisms,
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you may get your code added as a contribution.
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@code{ns-3} provides another mechanism, called Tracing, that avoids some of the
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problems inherent in the bulk output mechanisms. It has several important
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advantages. First, you can reduce the amount of data you have to manage by only
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tracing the events of interest to you. Second, if you use this method, you can
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control the format of the output directly so you avoid the postprocessing step
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with sed or awk script. If you desire, your output can be formatted directly into
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a form acceptable by gnuplot, for example. You can add hooks in the core which
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can then be accessed by other users, but which will produce no information unless
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explicitly asked to do so. For these reasons, we believe that the @code{ns-3>
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Tracing system is the best way to get information out of a simulation and is also
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therefore one of the most important mechansisms to understand in @command{ns-3}.
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@subsection Blunt Instruments
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There are many ways to get information out of a program. The most
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straightforward way is to just directly print the information to the standard
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output, as in,
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@verbatim
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#include <iostream>
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...
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void
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SomeFunction (void)
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{
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uint32_t x = SOME_INTERESTING_VALUE;
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...
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std::cout << "The value of x is " << x << std::endl;
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...
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}
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@end verbatim
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Nobody is going to prevent you from going deep into the core of @code{ns-3} and
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adding print statements. This is insanely easy to do and, after all, you have
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complete control of your own @node{ns-3} branch. This will probably not turn
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out to be very satisfactory in the long term, though.
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As the number of print statements increases in your programs, the task of
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dealing with the large number of outputs will become more and more complicated.
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Eventually, you may feel the need to control what information is being printed
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in some way; perhaps by turning on and off certain categories of prints, or
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increasing or decreasing the amount of information you want. If you continue
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down this path you may discover that you have re-implemented the @code{NS_LOG}
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mechanism. In order to avoid that, one of the first things you might consider
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is using @code{NS_LOG} itself.
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We mentioned above that one way to get information out of @code{ns-3} is to
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parse existing NS_LOG output for interesting information. If you discover that
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some tidbit of information you need is not present in existing log output, you
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could edit the core of @code{ns-3} and simply add your interesting information
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to the output stream. Now, this is certainly better than adding your own
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print statements since it follows @code{ns-3} coding conventions and could
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potentially be useful to other people as a patch to the existing core.
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Let's pick a random example. If you wanted to add more logging to the
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@code{ns-3} TCP socket (@code{tcp-socket-impl.cc}) you could just add a new
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message down in the implementation. Notice that in TcpSocketImpl::ProcessAction()
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there is no log message for the @code{ACK_TX} case. You could simply add one,
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changing the code from:
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@verbatim
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bool TcpSocketImpl::ProcessAction (Actions_t a)
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{ // These actions do not require a packet or any TCP Headers
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NS_LOG_FUNCTION (this << a);
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switch (a)
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{
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case NO_ACT:
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NS_LOG_LOGIC ("TcpSocketImpl " << this <<" Action: NO_ACT");
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break;
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case ACK_TX:
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SendEmptyPacket (TcpHeader::ACK);
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break;
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...
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@end verbatim
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to add a new @code{NS_LOG_LOGIC} in the appropriate @code{case} statement:
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@verbatim
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bool TcpSocketImpl::ProcessAction (Actions_t a)
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{ // These actions do not require a packet or any TCP Headers
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NS_LOG_FUNCTION (this << a);
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switch (a)
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{
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case NO_ACT:
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NS_LOG_LOGIC ("TcpSocketImpl " << this << " Action: NO_ACT");
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break;
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case ACK_TX:
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NS_LOG_LOGIC ("TcpSocketImpl " << this << " Action: ACK_TX");
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SendEmptyPacket (TcpHeader::ACK);
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break;
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...
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@end verbatim
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This may seem fairly simple and satisfying at first glance, but somthing to
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consider is that you will be writing code to add the @code{NS_LOG} statement
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and you will also have to write code (as in grep, sed or awk scripts) to parse
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the log output in order to isolate your information. This is because even
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though you have some control over what is output by the logging system, you
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only have control down to the log component level.
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If you are adding code to an existing module, you will also have to live with the
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output that every other developer has found interesting. You may find that in
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order to get the small amount of information you need, you may have to wade
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through huge amounts of extraneous messages that are of no interest to you. You
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may be forced to save huge log files to disk and process them down to a few lines
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whenever you want to do anything.
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Since there are no guarantees in @code{ns-3} about the stability of @code{NS_LOG}
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messages, you may also discover that pieces of log output on which you depend
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disappear or change between releases. If you depend on the structure of the
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output, you may find other messages being added or deleted which may affect your
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parsing code.
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For these reasons, we consider prints to @code{std::cout} and NS_LOG messages
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simple ways to get more information out of @code{ns-3}, but they are really
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unstable and quite blunt instruments.
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It is desirable to have a stable facility using stable APIs that allow one to
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reach into the core system and only get the information required. It is
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desirable to be able to do this without having to change and recompile the
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core system. Even better would be a system that notified the user when an item
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of interest changed or an interesting event happened so the user doesn't have
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to actively go poke around in the system looking for things.
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The @command{ns-3} tracing system is designed to work along those lines and is
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well-integrated with the Attribute and Config substems allowing for relatively
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simple use scenarios.
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@node Overview
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@section Overview
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The ns-3 tracing system is built on the concepts of independent tracing sources
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and tracing sinks; along with a uniform mechanism for connecting sources to sinks.
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Trace sources are entities that can signal events that happen in a simulation and
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provide access to interesting underlying data. For example, a trace source could
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indicate when a packet is received by a net device and provide access to the
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packet contents for interested trace sinks. A trace source might also indicate
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when an iteresting state change happens in a model. For example, the congestion
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window of a TCP model is a prime candidate for a trace source.
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Trace sources are not useful by themselves; they must be connected to other pieces
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of code that actually do something useful with the information provided by the source.
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The entities that consume trace information are called trace sinks. Trace sources
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are generators of events and trace sinks are consumers. This explicit division
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allows for large numbers of trace sources to be scattered around the system in
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places which model authors believe might be useful.
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There can be zero or more consumers of trace events generated by a trace source.
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One can think of a trace source as a kind of point-to-multipoint information link.
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Your code looking for trace events from a particular piece of core code could
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happily coexist with other code doing something entirely different from the same
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information.
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Unless a user connects a trace sink to one of these sources, nothing is output. By
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using the tracing system, both you and other people at the same trace source are
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getting exactly what they want and only what they want out of the system. Neither
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of you are impacting any other user by changing what information is output by the
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system. If you happen to add a trace source, your work as a good open-source
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citizen may allow other users to provide new utilities that are perhaps very useful
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overall, without making any changes to the @code{ns-3} core.
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@node A Simple Low-Level Example
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@subsection A Simple Low-Level Example
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Let's take a few minutes and walk through a simple tracing example. We are going
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to need a little background on Callbacks to understand what is happening in the
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example, so we have to take a small detour right away.
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@node Callbacks
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@subsubsection Callbacks
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The goal of the Callback system in @code{ns-3} is to allow one piece of code to
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call a function (or method in C++) without any specific inter-module dependency.
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This ultimately means you need some kind of indirection -- you treat the address
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of the called function as a variable. This variable is called a pointer-to-function
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variable. The relationship between function and pointer-to-function pointer is
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really no different that that of object and pointer-to-object.
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In C the canonical example of a pointer-to-function is a
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pointer-to-function-returning-integer (PFI). For a PFI taking one int parameter,
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this could be declared like,
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@verbatim
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int (*pfi)(int arg) = 0;
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@end verbatim
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What you get from this is a variable named simply ``pfi'' that is initialized
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to the value 0. If you want to initialize this pointer to something meaningful,
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you have to have a function with a matching signature. In this case, you could
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provide a function that looks like,
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@verbatim
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int MyFunction (int arg) {}
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@end verbatim
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If you have this target, you can initialize the variable to point to your
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function:
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@verbatim
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pfi = MyFunction;
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@end verbatim
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You can then call MyFunction indirectly using the more suggestive form of
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the call,
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@verbatim
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int result = (*pfi) (1234);
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@end verbatim
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This is suggestive since it looks like you are dereferencing the function
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pointer just like you would dereference any pointer. Typically, however,
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people take advantage of the fact that the compiler knows what is going on
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and will just use a shorter form,
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@verbatim
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int result = pfi (1234);
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@end verbatim
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This looks like you are calling a function named ``pfi,'' but the compiler is
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smart enough to know to call through the variable @code{pfi} indirectly to
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the function @code{MyFunction}.
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Conceptually, this is almost exactly how the tracing system will work.
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Basically, a trace source @emph{is} a callback. When a trace sink expresses
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interest in receiving trace events, it adds a Callback to a list of Callbacks
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internally held by the trace source. When an interesting event happens, the
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trace source invokes its @code{operator()} providing zero or more parameters.
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The @code{operator()} eventually wanders down into the system and does something
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remarkably like the indirect call you just saw. It provides zero or more
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parameters (the call to ``pfi'' above passed one parameter to the target function
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@code{MyFunction}.
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The important difference that the tracing system adds is that for each trace
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source there is an internal list of Callbacks. Instead of just making one
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indirect call, a trace source may invoke any numbr of Callbacks. When a trace
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sink expresses interest in notifications from a trace source, it basically just
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arranges to add its own fuction to the callback list.
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If you are interested in more details about how this is actually arranged in
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@code{ns-3}, feel free to peruse the Callback section of the manual.
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@node Example Code
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@subsubsection Example Code
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We have provided some code to implement what is really the simplest example
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of tracing that can be assembled. You can find this code in the tutorial
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directory as @code{fourth.cc}. Let's walk through it.
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@verbatim
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/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
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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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#include "ns3/object.h"
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#include "ns3/uinteger.h"
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#include "ns3/traced-value.h"
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#include "ns3/trace-source-accessor.h"
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#include <iostream>
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using namespace ns3;
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@end verbatim
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Most of this code should be quite familiar to you. As mentioned above, the
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trace system makes heavy use of the Object and Attribute systems, so you will
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need to include them. The first two includes above bring in the declarations
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for those systems explicitly. You could use the core module header, but this
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illustrates how simple this all really is.
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The file, @code{traced-value.h} brings in the required declarations for tracing
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of data that obeys value semantics. In general, value semantics just means that
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you can pass the object around, not an address. In order to use value semantics
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at all you have to have an object with an associated copy constructor and
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assignment operator available. We extend the requirements to talk about the set
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of operators that are pre-defined for plain-old-data (POD) types. Operator=,
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operator++, operator--, operator+, operator==, etc.
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What this all really means is that you will be able to trace changes to a C++
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object made using those operators.
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Since the tracing system is integrated with Attributes, and Attributes work
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with Objects, there must be an @command{ns-3} @code{Object} for the trace source
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to live in. The next code snipped declares and defines a simple Object we can
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work with.
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@verbatim
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class MyObject : public Object
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{
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public:
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static TypeId GetTypeId (void)
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{
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static TypeId tid = TypeId ("MyObject")
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.SetParent (Object::GetTypeId ())
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.AddConstructor<MyObject> ()
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.AddTraceSource ("MyInteger",
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"An integer value to trace.",
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MakeTraceSourceAccessor (&MyObject::m_myInt))
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;
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return tid;
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}
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MyObject () {}
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TracedValue<int32_t> m_myInt;
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};
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@end verbatim
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The two important lines of code, above, with respect to tracing are the
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@code{.AddTraceSource} and the @code{TracedValue} declaration of @code{m_myInt}.
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The @code{.AddTraceSource} provides the ``hooks'' used for connecting the trace
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source to the outside world through the config system. The @code{TracedValue}
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declaration provides the infrastructure that overloads the operators mentioned
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above and drives the callback process.
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@verbatim
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void
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IntTrace (int32_t oldValue, int32_t newValue)
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{
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std::cout << "Traced " << oldValue << " to " << newValue << std::endl;
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}
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@end verbatim
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This is the definition of the trace sink. It corresponds directly to a callback
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function. This function will be called whenever one of the operators of the
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@code{TracedValue} is executed.
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We have now seen the trace source and the trace sink. What remains is code to
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connect the source to the sink.
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@verbatim
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int
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main (int argc, char *argv[])
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{
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Ptr<MyObject> myObject = CreateObject<MyObject> ();
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myObject->TraceConnectWithoutContext ("MyInteger", MakeCallback(&IntTrace));
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myObject->m_myInt = 1234;
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}
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@end verbatim
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Here we first create the Object in which the trace source lives.
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The next step, the @code{TraceConnectWithoutContext}, forms the connection
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between the trace source and the trace sink. Notice the @code{MakeCallback}
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template function. This function does the magic required to create the
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underlying callback function. It will make sure that an overloaded
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@code{operator()} is there which can be used to ``fire'' the callback. This
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is essentially arranging for something that looks just like the @code{pfi()}
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example above. The declaration of the @code{TracedValue<int32_t> m_myInt;}
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in the Object itself performs the magic needed to provide the overloaded
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operators (++, --, etc.) will use this @code{operator()} to actually invoke
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the callback.
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The @code{TraceConnectWithoutContext}, takes a string parameter that provides
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the name of the Attribute assigned to the trace source. Let's ignore the bit
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about context for now since it is not important yet.
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Finally, the line,
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@verbatim
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myObject->m_myInt = 1234;
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@end verbatim
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should be interpreted as an invocation of @code{operator=} on the member
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variable @code{m_myInt} with the integer @code{1234} passed as a parameter.
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It turns out that this operator is defined (by @code{TracedValue}) to execute
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a callback that returns void and takes two integer values as parameters --
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an old value and a new value for the integer in question. That is exactly
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the function signature for the callback function we provided -- @code{IntTrace}.
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To summarize, a trace source is, in essence, a variable that holds a list of
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callbacks. A trace sink is a function used as the target of a callback. The
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Attribute and object type information systems are used to provide a way to
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connect trace sources to trace sinks. The act of ``hitting'' a trace source
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is executing an operator on the trace source which fires callbacks. This
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results in the trace sink callbacks registering interest in the source being
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called with the parameters provided by the source.
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If you now build and run this example,
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@verbatim
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./waf --run fourth
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@end verbatim
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you will see the output from the @code{IntTrace} function execute as soon as the
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trace source is hit:
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@verbatim
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Traced 0 to 1234
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@end verbatim
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When we executed the code, @code{myObject->m_myInt = 1234;}, the trace source
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fired and automatically provided the before and after values to the trace sink.
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The function @code{IntTrace} then printed this to the standard output. No
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problem.
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@subsection Using the Config Subsystem to Connect to Trace Sources
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The @code{TraceConnectWithoutContext} call shown above in the simple example is
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actually very rarely used in the system. More typically, the @code{Config}
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subsystem is used to allow selecting a trace source in the system using what is
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called a @emph{config path}. We saw an example of this in the previous section
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where we hooked the ``CourseChange'' event when we were playing with
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@code{third.cc}.
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Recall that we defined a trace sink to print course change information from the
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mobility models of our simulation. It should now be a lot more clear to you
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what this function is doing.
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@verbatim
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void
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CourseChange (std::string context, Ptr<const MobilityModel> model)
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{
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Vector position = model->GetPosition ();
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NS_LOG_UNCOND (context <<
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" x = " << position.x << ", y = " << position.y);
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}
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@end verbatim
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|
|
|
When we connected the ``CourseChange'' trace source to the above trace sink,
|
|
we used what is clled a ``Config Path'' to specify the source when we
|
|
aranged a connection between the pre-defined trace source and the new trace
|
|
sink:
|
|
|
|
@verbatim
|
|
std::ostringstream oss;
|
|
oss <<
|
|
"/NodeList/" << wifiStaNodes.Get (nWifi - 1)->GetId () <<
|
|
"/$ns3::MobilityModel/CourseChange";
|
|
|
|
Config::Connect (oss.str (), MakeCallback (&CourseChange));
|
|
@end verbatim
|
|
|
|
Let's try and make some sense of what is sometimes considered relatively
|
|
mysterious code. For the purposes of discussion, assume that the node
|
|
number returned by the @code{GetId()} is ``7''. In this case, the path
|
|
above turns out to be,
|
|
|
|
@verbatim
|
|
"/NodeList/7/$ns3::MobilityModel/CourseChange"
|
|
@end verbatim
|
|
|
|
The last segment of a config path must be an @code{Attribute} of an
|
|
@code{Object}. In fact, if you had a pointer to the @code{Object} that has the
|
|
``CourseChange'' @code{Attribute} handy, you could write this just like we did
|
|
in the previous example. You know by now that we typically store pointers to
|
|
our nodes in a NodeContainer. In the @code{third.cc} example, the Nodes of
|
|
interest are stored in the @code{wifiStaNodes} NodeContainer. In fact, while
|
|
putting the path together, we used this container to get a Ptr<Node> which we
|
|
used to call GetId() on. We could have used this Ptr<Node> directly to call
|
|
a connect method directly:
|
|
|
|
@verbatim
|
|
Ptr<Object> theObject = wifiStaNodes.Get (nWifi - 1);
|
|
theObject->TraceConnectWithoutContext ("CourseChange", MakeCallback (&CourseChange));
|
|
@end verbatim
|
|
|
|
In the @code{third.cc} example, we actually want an additional ``context'' to
|
|
be delivered along with the Callback paramters (which will be explained below) so we
|
|
could actually use the following equivalent code,
|
|
|
|
@verbatim
|
|
Ptr<Object> theObject = wifiStaNodes.Get (nWifi - 1);
|
|
theObject->TraceConnect ("CourseChange", MakeCallback (&CourseChange));
|
|
@end verbatim
|
|
|
|
It turns out that the internal code for @code{Config::ConnectWithoutContext} and
|
|
@code{Config::Connect} actually do find a Ptr<Object> and call the appropriate
|
|
TraceConnect method at the lowest level.
|
|
|
|
The @code{Config} functions take a path that represents a chain of @code{Object}
|
|
pointers. Each segment of a path corresponds to an Object Attribute. The last
|
|
segment is the Attribute of interest, and prior segments must be typed to contain
|
|
or find Objects. The @code{Config} code parses and ``walks'' this path until it
|
|
gets to the final segment of the path. It then interprets the last segment as
|
|
an @code{Attribute} on the last Object it found while walking the path. The
|
|
@code{Config} functions then call the appropriate @code{TraceConnect} or
|
|
@code{TraceConnectWithoutContext} method on the final Object. Let's see what
|
|
happens in a bit more detail when the above path is walked.
|
|
|
|
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/7'' refers to the eighth node in the
|
|
list of nodes created during the simulation. This reference is actually a
|
|
@code{Ptr<Node>} and so is a subclass of an @code{ns3::Object}.
|
|
|
|
As described in the Object Model section of the @code{ns-3} manual, we support
|
|
Object Aggregation. This allows us to form an association between different
|
|
Objects without any programming. Each Object in an Aggregation can be reached
|
|
from the other Objects.
|
|
|
|
The next path segment being walked begins with the ``$'' character. This
|
|
indicates to the config system that a @code{GetObject} call should be made
|
|
looking for the type that follows. It turns out that the MobilityHelper used in
|
|
@code{third.cc} arranges to Aggregate, or associate, a mobility model to each of
|
|
the wireless Nodes. When you add the ``$'' you are asking for another Object that
|
|
has presumably been previously aggregated. You can think of this as switching
|
|
pointers from the original Ptr<Node> as specified by ``/NodeList/7'' to its
|
|
associated mobility model --- which is of type ``$ns3::MobilityModel''. If you
|
|
are familiar with @code{GetObject}, we have asked the system to do the following:
|
|
|
|
@verbatim
|
|
Ptr<MobilityModel> mobilityModel = node->GetObject<MobilityModel> ()
|
|
@end verbatim
|
|
|
|
We are now at the last Object in the path, so we turn our attention to the
|
|
Attributes of that Object. The @code{MobilityModel} class defines an Attribute
|
|
called ``CourseChange.'' You can see this by looking at the source code in
|
|
@code{src/mobility/mobility-model.cc} and searching for ``CourseChange'' in your
|
|
favorite editor. You should find,
|
|
|
|
@verbatim
|
|
.AddTraceSource (``CourseChange'',
|
|
``The value of the position and/or velocity vector changed'',
|
|
MakeTraceSourceAccessor (&MobilityModel::m_courseChangeTrace))
|
|
@end verbatim
|
|
|
|
which should look very familiar at this point.
|
|
|
|
If you look for the corresponding declaration of the underlying traced variable
|
|
in @code{mobility-model.h} you will find
|
|
|
|
@verbatim
|
|
TracedCallback<Ptr<const MobilityModel> > m_courseChangeTrace;
|
|
@end verbatim
|
|
|
|
The type declaration @code{TracedCallback} identifies @code{m_courseChangeTrace}
|
|
as a special list of Callbacks that can be hooked using the Config functions
|
|
described above.
|
|
|
|
The @code{MobilityModel} class is designed to be a base class providing a common
|
|
interface for all of the specific subclasses. If you search down to the end of
|
|
the file, you will see a method defined called @code{NotifyCourseChange()}:
|
|
|
|
@verbatim
|
|
void
|
|
MobilityModel::NotifyCourseChange (void) const
|
|
{
|
|
m_courseChangeTrace(this);
|
|
}
|
|
@end verbatim
|
|
|
|
Derived classes will call into this method whenever they do a course change to
|
|
support tracing. This method invokes @code{operator()} on the underlying
|
|
@code{m_courseChangeTrace}, which will, in turn, invoke all of the registered
|
|
Callbacks, calling all of the trace sinks that have registered interest in the
|
|
trace source by calling a Config function.
|
|
|
|
So, in the @code{third.cc} example we looked at, whenever a course change is
|
|
made in one of the @code{RandomWalk2dMobilityModel} instances installed, there
|
|
will be a @code{NotifyCourseChange()} call which calls up into the
|
|
@code{MobilityModel} base class. As seen above, this invokes @code{operator()}
|
|
on @code{m_courseChangeTrace}, which in turn, calls any registered trace sinks.
|
|
In the example, the only code registering an interest was the code that provided
|
|
the config path. Therefore, the @code{CourseChange} function that was hooked
|
|
from Node number seven will be the only Callback called.
|
|
|
|
The final piece of the puzzle is the ``context.'' Recall that we saw an output
|
|
looking something like the following from @code{third.cc}:
|
|
|
|
@verbatim
|
|
/NodeList/7/$ns3::MobilityModel/CourseChange x = 7.27897, y = 2.22677
|
|
@end verbatim
|
|
|
|
The first part of the output is the context. It is simply the path through
|
|
which the config code located the trace source. In the case we have been looking at
|
|
there can be any number of trace sources in the system corresponding to any number
|
|
of nodes with mobility models. There needs to be some way to identify which trace
|
|
source is actually the one that fired the Callback. An easy way is to request a
|
|
trace context when you @code{Config::Connect}.
|
|
|