2033 lines
83 KiB
Plaintext
2033 lines
83 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 Tutorial Goals
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@c ========================================================================
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@node Tutorial Goals
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@unnumbered Tutorial Goals
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@c This is an unnumbered section, like a preface. Numbering
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@c starts with section 1 (Introduction)
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The goal of this ns-3 tutorial is to introduce new users of ns-3 to enough
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of the system to enable them to author simple simulation scripts and extract
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useful information from the simulations. We begin by introducing some of the
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other important resources that are available to those interested in using or
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writing scripts, models and even those interested in making contributions to
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the core ns-3 system. We provide an overview of some of the
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important abstractions, design patterns and idioms used when writing
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ns-3 scripts, and then dig right in by begining to write simulation
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scripts, run them and interpret results.
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After completing this tutorial, one should be able to:
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@itemize @bullet
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@item Find documentation resources in the distribution and on the web;
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@item Download and compile the ns-3 system;
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@item Understand the key software conventions of ns-3;
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@item Modify configuration parameters of existing scripts;
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@item Change the simulation output (tracing, logging, statistics);
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@item Extend the simulator to use new objects
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@item Write new ns-3 applications;
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@item See how to port code from ns-2;
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@item ... (more to follow)
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@end itemize
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@c ========================================================================
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@c PART: Introduction
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@c ========================================================================
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@c The below chapters are under the major heading "Introduction"
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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 Overview
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@c ========================================================================
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@node Overview
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@chapter Overview
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@menu
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* For ns-2 users::
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* Contributing::
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* Tutorial organization::
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@end menu
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The ns-3 simulator is a discrete-event network
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simulator targeted primarily for research and educational use.
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The @uref{http://www.nsnam.org,,ns-3 project}, started in
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2006, is an open-source project. The goal of the project is to
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build a new network simulator primarily for research and educational use.
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Primary documentation for the ns-3 project is available in
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three forms:
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@itemize @bullet
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@item @uref{http://www.nsnam.org/doxygen/index.html,,ns-3 Doxygen/Manual}: Documentation of the public APIs of the simulator
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@item Tutorial (this document)
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@item @uref{http://www.nsnam.org/wiki/index.php,, ns-3 wiki}
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@end itemize
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The purpose of this tutorial is to introduce new ns-3 users to the
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system in a structured way. It is sometimes difficult for new users to
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glean essential information from detailed manuals and to convert this
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information into working simulations. In this tutorial, we will build
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several example simulations, introducing and explaining key concepts and
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features as we go.
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As the tutorial unfolds, we will introduce the full ns-3
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documentation
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and provide pointers to source code for those interested in delving deeper
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into the workings of the system.
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A few key points are worth noting at the onset:
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@itemize @bullet
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@item ns-3 is not an extension of @uref{http://www.isi.edu/nsnam/ns,,ns-2};
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it is a new
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simulator. The two simulators are both written in C++ but ns-3
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is a new simulator that does not support the ns-2 APIs.
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Some models from ns-2 have already been ported from ns-2
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to ns-3. The project will continue to maintain ns-2 while
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ns-3 is being built, and will study transition and
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integration mechanisms.
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@item ns-3 is open-source, and the project strives to maintain
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an open environment for researchers to contribute and share their
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software.
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@end itemize
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@node For ns-2 users
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@section For ns-2 users
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For those familiar with ns-2, the most visible outward change
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when moving to ns-3 is the choice of scripting language.
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ns-2 is typically scripted in Tcl and results of simulations can
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be visualized using the Network Animator @command{nam}. In
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ns-3 there is currently no visualization module, and Python
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bindings have been developed (Tcl bindings have been prototyped
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using @uref{http://www.swig.org,,SWIG}, but are not supported by the
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current development team).
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In this tutorial, we will concentrate on
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scripting directly in C++ and interpreting results via trace files.
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But there are similarities as well (both, for example, are based
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on C++ objects, and some code from ns-2 has already been ported
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to ns-3). We will try to highlight differences between ns-2 and ns-3
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as we proceed in this tutorial.
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@node Contributing
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@section Contributing
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@cindex software configuration management
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ns-3 is a research and educational simulator, by and for the
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research community. It will rely on the ongoing contributions of
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the community to develop new models, debug or maintain
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existing ones, and share results. There are a few policies
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that we hope will encourage people to contribute to ns-3 like they
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have for ns-2:
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@itemize @bullet
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@item open source licensing based on GNU GPLv2 compatibility
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@item @uref{http://www.nsnam.org/wiki/index.php,,wiki}
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@item @uref{http://www.nsnam.org/wiki/index.php/Contributed_Code,,Contributed Code} page, similar to ns-2's popular
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@uref{http://nsnam.isi.edu/nsnam/index.php/Contributed_Code,,Contributed Code}
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page
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@item @code{src/contrib} directory (we will host your contributed code)
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@item open @uref{http://www.nsnam.org/bugzilla,,bug tracker}
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@item ns-3 developers will gladly help potential contributors to get
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started with the simulator (please contact @uref{http://www.nsnam.org/people.html,,one of us})
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@end itemize
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If you are an ns user, please consider to provide your feedback,
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bug fixes, or code to the project.
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@node Tutorial organization
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@section Tutorial organization
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The tutorial assumes that new users might follow a path such as follows:
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@itemize @bullet
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@item browse the source code and documentation, to get a feel for
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the simulator and what it might be like to handle;
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@item try to download and build a copy;
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@item try to run a few sample programs, and perhaps change some configurations;
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@item look at simulation output, and try to adjust it
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@item study the software architecture of the system, to consider hacking it or
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extending it;
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@item write new models or port existing code to ns-3, and eventually post those
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models back to the community.
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@end itemize
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As a result, we have tried to organize the tutorial along the above
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broad sequences of events.
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@c ========================================================================
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@c Browsing ns-3
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@c ========================================================================
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@node Browsing
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@chapter Browsing ns-3
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@menu
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* Source code::
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* Doxygen::
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* Other documentation::
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@end menu
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@node Source code
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@section Source code
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The most recent code can be browsed on our web server at the following link:
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@uref{http://code.nsnam.org/?sort=lastchange}. If you click on the bold
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repository names on the left of the page, you will see changelogs for
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these repositories, and links to the @emph{manifest}. From the manifest
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links, one can browse the source tree.
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The top-level directory will look something like:
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@verbatim
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AUTHORS RELEASE_NOTES examples/ src/ waf*
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LICENSE VERSION ns3/ tutorial/ waf.bat*
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README doc/ samples/ utils/ wscript
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@end verbatim
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The source code is mainly in the @code{src} directory. Example
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scripts are in the @code{examples} directory. Both are good directories
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to start browsing some code.
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For ns-2 users, who may be familiar with the @code{simple.tcl} example script
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in the ns-2 documentation, an analogous script is found in
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@code{examples/simple-point-to-point.cc} with a Python equivalent found
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in @emph{(pending Python merge)}.
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@node Doxygen
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@section Doxygen
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We document all of APIs using @uref{http://www.stack.nl/~dimitri/doxygen/,,Doxygen}. Current builds of this documentation are available at:
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@uref{http://www.nsnam.org/doxygen/index.html}, which are worth an initial
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look.
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@node Other documentation
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@section Other documentation
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See: @uref{http://www.nsnam.org/documents.html}.
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@c ========================================================================
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@c Resources
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@c ========================================================================
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@node Resources
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@chapter Resources
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@menu
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* The-Web::
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* Mercurial::
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* Waf::
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* Environment-Idioms-Design-Patterns::
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* Socket-Programming::
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@end menu
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@node The-Web
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@section The Web
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@cindex www.nsnam.org
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There are several important resources of which any ns-3 user must be
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aware. The main web site is located at @uref{http://www.nsnam.org}
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and provides access to basic information about the ns-3 system.
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Detailed documentation is available through the main web site at
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@uref{http://www.nsnam.org/documents.html}.
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@cindex documentation
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@cindex architecture
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You can find documents relating to the system architecture from this page,
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and also gain access to the detailed software documentation. The software
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system is documented in great detail using
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@uref{http://www.stack.nl/~dimitri/doxygen/,,Doxygen}. There is a Wiki that
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complements the main ns-3 web site which you will find at
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@uref{http://www.nsnam.org/wiki/}.
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You will find user and developer FAQs there as well as troubleshooting guides,
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third-party contributed code, papers, etc. The source code may be found
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and browsed at @uref{http://code.nsnam.org/}.
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@cindex repository!ns-3-dev
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@cindex repository!releases
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There you will find the current development tree in the repository named
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@code{ns-3-dev}. Past releases and experimental repositories of the core
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developers may also be found there.
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@node Mercurial
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@section Mercurial
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Complex software systems need some way to manage the organization and
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changes to the underlying code and documentation. There are many ways to
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perform this feat, and you may have heard of some of the systems that are
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currently used to do this. The Concurrent Version System (CVS) is probably
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the most well known.
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@cindex software configuration management
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@cindex Mercurial
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The ns-3 project uses Mercurial as its source code management system.
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Although you do not need to know much about Mercurial in order to complete
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this tutorial, we recommend becoming familiar with Mercurial and using it
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to access the source code. Mercurial has a web site at
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@uref{http://www.selenic.com/mercurial/},
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from which you can get binary or source releases of this Software
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Configuration Management (SCM) system. Selenic (the developer of Mercurial)
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also provides a tutorial at
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@uref{http://www.selenic.com/mercurial/wiki/index.cgi/Tutorial/},
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and a QuickStart guide at
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@uref{http://www.selenic.com/mercurial/wiki/index.cgi/QuickStart/}.
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You can also find vital information about using Mercurial and ns-3
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on the main ns-3 web site.
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@node Waf
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@section Waf
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@cindex Waf
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@cindex make
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@cindex build
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Once you have source code downloaded to your local system, you will need
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to compile that source to produce usable programs. Just as in the case of
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source code management, there are many tools available to perform this
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function. Probably the most famous of these tools is @code{make}. Along
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with being the most famous, @code{make} is probably the most difficult to
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use in a very large and highly configurable system. Because of this, many
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alternatives have been developed. Recently these systems have been developed
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using the Python language.
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The build system @code{Waf} is used on the ns-3 project. It is one
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of the new generation of Python-based build systems. You will not need to
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understand any Python to build the existing ns-3 system, and will
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only have to understand a tiny and intuitively obvious subset of Python in
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order to extend the system in most cases.
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For those interested in the gory details of Waf, the main web site can be
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found at @uref{http://freehackers.org/\~tnagy/waf.html}.
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@node Environment-Idioms-Design-Patterns
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@section Environment, Idioms, and Design Patterns
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@cindex C++
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As mentioned above, scripting in ns-3 is done in C++. A working
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knowledge of C++ and object-oriented concepts is assumed in this document.
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We will take some time to review some of the more advanced concepts or
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possibly unfamiliar language features, idioms and design patterns as they
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appear. We don't want this tutorial to devolve into a C++ tutorial, though,
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so we do expect a basic command of the language. There are an almost
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unimaginable number of sources of information on C++ available on the web or
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in print.
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If you are new to C++, you may want to find a tutorial- or cookbook-based
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book or web site and work through at least the basic features of the language
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before proceeding.
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@subsection Environment
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@cindex toolchain
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@cindex GNU
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The ns-3 system uses the GNU ``toolchain'' for development.
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A software toolchain is the set of programming tools available in the given
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environment. For a quick review of what is included in the GNU toolchain see,
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@uref{http://en.wikipedia.org/wiki/GNU_toolchain}.
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@cindex Linux
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Typically an ns-3 author will work in Linux or a Linux-like
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environment. For those running under Windows, there do exist environments
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which simulate the Linux environment to various degrees. The ns-3
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project supports development in the Cygwin and the MinGW environments for
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these users. See @uref{http://www.cygwin.com/} and
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@uref{http://www.mingw.org/} for details on downloading and using these
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systems. Cygwin provides many of the popular Linux system commands.
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It can, however, sometimes be problematic due to the way it
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actually does its emulation, and sometimes interactions with other Windows
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software can cause problems.
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@cindex Cygwin
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@cindex MinGW
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If you do use Cygwin or MinGW; and use Logitech products, we will save you
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quite a bit of heartburn right off the bat and encourage you to take a look
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at the @uref{http://www.mingw.org/MinGWiki/index.php/FAQ,,MinGW FAQ}.
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@cindex Logitech
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Search for ``Logitech'' and read the FAQ entry, ``why does make often
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crash creating a sh.exe.stackdump file when I try to compile my source code.''
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Believe it or not, the @code{Logitech Process Monitor} insinuates itself into
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every DLL in the system when it is running. It can cause your Cygwin or
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MinGW DLLs to die in mysterious ways and often prevents debuggers from
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running. Beware of Logitech.
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@subsection Idioms and Design Patterns
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@cindex idiom
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In any system, there are a number of problems to be solved that happen
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repeatedly. Often the solutions to these problems can be generalized and
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applied in a similar way across the system. These solutions are called
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Design Patterns. The ns-3 system relies on several classic design
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patterns.
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@cindex design pattern
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Also, in any language, there are constructs that, while they aren't part of the
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language per se, are commonly found and useful. For example, at the lowest
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level a C programmer should be able to immediately recognize the purpose and
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intent of the following code without having to reflect on the details:
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@verbatim
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for (;;)
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@end verbatim
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These low-level constructs, or idioms, extend upward in complexity, eventually
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becoming implementations of design patterns. As you are exposed to more
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and more of the ns-3 system, you will begin to recognize and be
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comfortable with the C++ implementations (idioms) of several important design
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patterns.
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@cindex functor
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@cindex callback
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@cindex smart pointer
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The ns-3 code relies heavily on
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@emph{Generalized Functors, Callbacks,
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Smart Pointers, Singletons, and Object Factories}. Although we will
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not assume any detailed knowledge of the idioms and design patterns used
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in the ns-3
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system, it will be useful for readers who intend to delve deeply into the
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system to understand some important related concepts. We recommend two
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resources: @uref{http://www.amazon.com/Design-Patterns-Object-Oriented-Addison-Wesley-Professional/dp/0201633612/,,Design Patterns: Elements of Reusable Object-Oriented Software, Gamma et. al.} and
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@uref{http://www.amazon.com/exec/obidos/ASIN/0201704315,,Modern C++ Design: Generic Programming and Design Patterns Applied, Alexandrescu}.
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Gamma addresses the abstract design patterns, and Alexandrescu addresses the
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C++ idioms you will often see throughout the ns-3 code.
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@cindex template
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Almost any use of ns-3 will require some basic knowledge of C++
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templates.
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We will discuss the high-level uses in this tutorial. However, if you venture
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deeply into the source code, you will see fairly heavy use of relatively
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sophisticated C++ templates in some of low-level modules of the system. The
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You don't have to be a template guru to complete this tutorial but if you
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expect to work in ns-3 within the simulation core, you will have to be
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somewhat fluent
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with templates. If you want to truly grok C++ templates we recommend,
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@uref{http://www.amazon.com/Templates-Complete-Guide-David-Vandevoorde/dp/0201734842/,,C++ Templates: The Complete Guide, Vandevoorde and Josuttis}.
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@node Socket-Programming
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@section Socket Programming
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@cindex sockets
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We will assume a basic facility with the Berkeley Sockets API in the examples
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used in this tutorial. If you are new to sockets, we recommend reviewing the
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API and some common usage cases. For a good overview of programming TCP/IP
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sockets we recommend @uref{http://www.elsevier.com/wps/product/cws_home/680765,,Practical TCP/IP Sockets in C, Donahoo and Calvert}.
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There is an associated web site that includes source for the examples in the
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book, which you can find at:
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@uref{http://cs.baylor.edu/~donahoo/practical/CSockets/}.
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If you understand the first four chapters of the book (or for those who do
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not have access to a copy of the book, the echo clients and servers shown in
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the website above) you will be in good shape to understand the tutorial.
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There is a similar book on Multicast Sockets,
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@uref{http://www.elsevier.com/wps/product/cws_home/700736,,Multicast Sockets, Makofske and Almeroth}.
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that covers material you may need to understand for the multicast examples.
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@c ========================================================================
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@c Downloading and Compiling
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@c ========================================================================
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@node Downloading and Compiling
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@chapter Downloading and Compiling
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@cindex Linux
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@cindex Cygwin
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@cindex GNU
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@cindex toolchain
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From this point forward, we are going to assume that the reader is working in
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Linux or a Linux emulation environment (Linux, Cygwin, etc.) and has the GNU
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toolchain installed and verified.
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@cindex Mercurial
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@cindex Waf
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We are going to assume that you have Mercurial and Waf installed and running
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on the target system as described in the Getting Started section of the
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ns-3 web site: @uref{http://www.nsnam.org/getting_started.html}.
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@section Downloading
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@cindex tarball
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The ns-3 code is available in Mercurial repositories on the server
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code.nsnam.org. You can download a tarball, but we recommend working with
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Mercurial --- it will make your life easier in the long run.
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@cindex repository
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If you go to the following link: @uref{http://code.nsnam.org/},
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you will see a number of repositories. Many are the private repositories of
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the ns-3 development team. The repositories of interest to you
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will be
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prefixed with ``ns-3''. The current development snapshot (unreleased) of
|
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ns-3 may be found at: @uref{http://code.nsnam.org/ns-3-dev/}.
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The developers attempt to keep this repository in a consistent, working state
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but it is a development area with unreleased code present, so you may want to
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consider downloading an official release.
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|
|
There will be a number of released repositories present at code.nsnam.org.
|
|
These repos will have names like ns-3.0.1 --- which referes to release 3.0.1
|
|
of the network simulator (or if you like, release 0.1 of ns-3).
|
|
Since the releases are changing at a rate of one per month, I will stick with
|
|
the more constant ns-3-dev here, but you can replace the string ns-3-dev with
|
|
your choice of release (e.g., ns-3.0.5) below. You can find the latest
|
|
version of the code either by inspection of the repository list or by going
|
|
to the ``Getting Started'' web page and looking for the latest release
|
|
identifier.
|
|
|
|
One practice is to create a directory called @code{repos} in one's home
|
|
directory under which one can keep local Mercurial repositories.
|
|
@emph{Hint: we will
|
|
assume you do this later in the tutorial.} If you adopt that approach, you
|
|
can get a copy of any of the development versions of ns-3 by typing
|
|
the following into your Linux shell (assuming you have installed Mercurial):
|
|
|
|
@verbatim
|
|
cd
|
|
mkdir repos
|
|
cd !$
|
|
hg clone http://code.nanam.org/ns-3-dev
|
|
@end verbatim
|
|
|
|
As the hg command executes, you should see something like the following,
|
|
|
|
@verbatim
|
|
destination directory: ns-3-dev
|
|
requesting all changes
|
|
adding changesets
|
|
adding manifests
|
|
adding file changes
|
|
added 1513 changesets with 5687 changes to 733 files
|
|
358 files updated, 0 files merged, 0 files removed, 0 files unresolved
|
|
@end verbatim
|
|
|
|
After the clone command completes, you should have a directory called
|
|
ns-3-dev under your @code{~/repos} directory, the contents of which should
|
|
look something like the following:
|
|
|
|
@verbatim
|
|
AUTHORS RELEASE_NOTES examples/ src/ waf*
|
|
LICENSE VERSION ns3/ tutorial/ waf.bat*
|
|
README doc/ samples/ utils/ wscript
|
|
@end verbatim
|
|
|
|
You are now ready to build the ns-3 distribution.
|
|
|
|
@section Building
|
|
@cindex Waf!build
|
|
@cindex Waf!configure
|
|
@cindex Waf!debug
|
|
@cindex Waf!compile
|
|
We use Waf to build the ns-3 project. The first thing you
|
|
will need to do is to configure the build. For reasons that will become clear
|
|
later, we are going to work with debug builds in the tutorial. To explain to
|
|
Waf that it should do debug builds you will need to execute the following
|
|
command,
|
|
|
|
@verbatim
|
|
./waf -d debug configure
|
|
@end verbatim
|
|
|
|
This runs the copy of Waf in the local directory (which is provided as a
|
|
convenience for you). As the build system checks for various dependencies
|
|
you should see output that looks similar to the following,
|
|
|
|
@verbatim
|
|
~/repos/ns-3-dev >./waf -d debug configure
|
|
Checking for program g++ : ok /usr/bin/g++
|
|
Checking for program cpp : ok /usr/bin/cpp
|
|
Checking for program ar : ok /usr/bin/ar
|
|
Checking for program ranlib : ok /usr/bin/ranlib
|
|
Checking for compiler could create programs : ok
|
|
Checking for compiler could create shared libs : ok
|
|
Checking for compiler could create static libs : ok
|
|
Checking for flags -Wall : ok
|
|
Checking for flags -O2 : ok
|
|
Checking for flags -g -DDEBUG : ok
|
|
Checking for flags -g3 -O0 -DDEBUG : ok
|
|
Checking for g++ : ok
|
|
Checking for header stdlib.h : ok
|
|
Checking for header stdlib.h : ok
|
|
Checking for header signal.h : ok
|
|
Checking for high precision time implementation: 128-bit integer
|
|
Checking for header stdint.h : ok
|
|
Checking for header inttypes.h : ok
|
|
Checking for header sys/inttypes.h : not found
|
|
Configuration finished successfully; project is now ready to build.
|
|
~/repos/ns-3-dev >
|
|
@end verbatim
|
|
|
|
The build system is now configured and you can build the debug versions of
|
|
the ns-3 programs by simply typing,
|
|
|
|
@verbatim
|
|
./waf check
|
|
@end verbatim
|
|
|
|
You will see many Waf status messages displayed as the system compiles. The
|
|
most important is the last one,
|
|
|
|
@verbatim
|
|
Compilation finished successfully
|
|
@end verbatim
|
|
|
|
and you will see a number of software unit tests subsequently execute.
|
|
|
|
@section Running a Script
|
|
@cindex Waf!run
|
|
We typically run scripts under the control of Waf. This allows the build
|
|
system to ensure that the shared library paths are set correctly and that
|
|
the libraries are available at run time. To run a program, simply use the
|
|
@code{run} option in Waf. Let's run the ns-3 equivalent of the hello
|
|
world program by typing the following:
|
|
|
|
@verbatim
|
|
./waf --run hello-simulator
|
|
@end verbatim
|
|
|
|
Waf first checks to make sure that the program is built correctly and
|
|
executes a build if required. Waf then then executes the program, which
|
|
produces the following output.
|
|
|
|
@verbatim
|
|
Hello Simulator
|
|
@end verbatim
|
|
|
|
If you want to run programs under another tool such as gdb or valgrind,
|
|
see this @uref{http://www.nsnam.org/wiki/index.php/User_FAQ#How_to_run_NS-3_programs_under_another_tool,,wiki entry}.
|
|
|
|
@emph{Congratulations. You are now an ns-3 user.}
|
|
|
|
@c ========================================================================
|
|
@c Some Prerequisites
|
|
@c ========================================================================
|
|
|
|
@node Some-Prerequisites
|
|
@chapter Some Prerequisites
|
|
|
|
The first thing we need to do before actually starting to code is to explain
|
|
a few core concepts, abstractions and idioms in the system. Much of this may
|
|
appear transparently obvious to some, but we recommend taking the time to read
|
|
through this chapter just to ensure you are starting on a firm foundation.
|
|
|
|
@section Abstractions
|
|
|
|
In this section, we'll review some terms that are commonly used in
|
|
networking, but have a specific meaning in 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 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 Node!class
|
|
In 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. Developers are expected to specialize the
|
|
@code{Node} in the object-oriented programming sense to create new computing
|
|
device models. In this tutorial, we will use a specialization of class
|
|
@code{Node} called @code{InternetNode}. As you might expect, the
|
|
@code{InternetNode} is a class that represents a host in the Internet sense,
|
|
and automatically provides core IPv4 networking protocols.
|
|
|
|
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 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 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,'' ns-3 applications run on
|
|
ns-3 @code{Node}s to drive simulations in the simulated world.
|
|
|
|
@cindex Application!class
|
|
In 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} in the object-oriented programming sense to create new
|
|
applications. In this tutorial, we will use specializations of class
|
|
@code{Application} called @code{UdpEchoClient} and @code{UdpEchoServer}.
|
|
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 netowrks 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 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. They 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 in the case of wireless networks.
|
|
|
|
We will use specialized versions of the @code{Channel} called
|
|
@code{CsmaChannel} and @code{PointToPointChannel} 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. These cards were called Network Interface Cards, or
|
|
@emph{NIC}s. Today most computers come with the network controller 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 ns-3 the @emph{net device} abstraction covers both the software
|
|
driver and the simulated hardware. A net device is ``attached'' to a
|
|
@code{Node} in order to enable the @code{Node} to communicate with other
|
|
@code{Node}s in the simulation via @code{Channel}s. Just as in a real
|
|
computer, a @code{Node} may be connected to more than one @code{Channel} via
|
|
multiple @code{NetDevice}s.
|
|
|
|
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 specialized version
|
|
of the @code{NetDevice} called the @code{CsmaNetDevice} 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}.
|
|
|
|
@subsection Topology Helpers
|
|
In a real network, you will find host computers with added (or built-in)
|
|
NICs. In 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{Node}s, @code{NetDevice}s and
|
|
@code{Channel}s.
|
|
|
|
Since connecting a @code{NetDevice} to a @code{Node}, and a @code{NetDevice}
|
|
to a @code{Channel} is such a common task in ns-3 we provide what we
|
|
call @emph{topology helpers} to make this as easy as possible. Topology
|
|
helpers perform much of the dirty work of creating and connecting net devices.
|
|
For example, it may take several distinct method calls to create a NetDevice,
|
|
add a MAC address, connect the net device to a @code{Node} and configure
|
|
the protocol stack, and then connect the @code{NetDevice} to a @code{Channel}.
|
|
We use topology helper functions to compose those distinct operations into
|
|
an easy to use model.
|
|
|
|
Topology helper functions use the abstractions (described above) of Network
|
|
Interface Cards and Cables. When you think of adding a new kind of network,
|
|
you may think of going out to the local computer retailer and buying a kit.
|
|
This kit might include a nework cable and some number of peripheral cards and
|
|
thier associated software drivers. You can think of topology helpers in
|
|
roughly the same way. Instead of buying a kit for a given type of network,
|
|
you will use a topology helper class for a given type of network, to accomplish
|
|
the equivalent of installing the network ``kit.''
|
|
|
|
@section Important Idioms
|
|
Now that we have identified that there are C++ classes in the system called
|
|
@code{Node} and @code{InternetNode}, we need to understand how to bring
|
|
objects of these classes into existance, and manage their lifetimes. Let's
|
|
examine this in some detail here.
|
|
|
|
@cindex InternetNode
|
|
@cindex CreateObject
|
|
@cindex Ptr
|
|
In ns-3, if we want to create an @code{InternetNode} in a
|
|
script, we will
|
|
typically do something like the following example:
|
|
|
|
@verbatim
|
|
Ptr<Node> p = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
@cindex smart pointer
|
|
To some, it may seem intuitively obvious that we're creating an
|
|
@code{InternetNode} object and assigning responsibility for managing the
|
|
object to a smart pointer named @code{p}. For the rest of us, there may be
|
|
a lot in that line that is unfamiliar, so let's look at what this line means
|
|
in some detail.
|
|
|
|
@subsection Templates 101
|
|
@cindex template
|
|
If you are familiar with C++ templates, you may skip this section as it is
|
|
just a cursory introduction to function and class templates.
|
|
|
|
Referring back to the example line of code, reproduced below for your
|
|
convenience, the angle brackets you see in the code indicate that we are
|
|
using C++ @emph{templates}.
|
|
|
|
@verbatim
|
|
Ptr<Node> p = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
The purpose of templates is to allow a programmer to write one version of code
|
|
that is applicable over multiple types. Some people consider templates to be
|
|
an enhancement of the C preprocessor macro functionality. At some level
|
|
this comparison reveal some similarities, but C++ templates are really
|
|
quite different.
|
|
|
|
@cindex template!declaration
|
|
@cindex template!definition
|
|
@cindex template!use
|
|
In C++, just as with most language constructs, templates are @emph{declared},
|
|
@emph{defined} and @emph{used}. A declaration of a template might look
|
|
something like,
|
|
|
|
@verbatim
|
|
template <typename T> T Add (T first, T second);
|
|
@end verbatim
|
|
|
|
@cindex template!typename
|
|
This line uses the keyword @code{template} followed by a declaration of a
|
|
type name (in this case @code{T}) in angle brackets. The angle brackets
|
|
should indicate to you that a template is being declared, defined or used.
|
|
The type name @code{T} can be thought of as a string that will be substitited
|
|
during the use phase of the template. For example, the @code{T} may be
|
|
replaced by the word @code{int}. It is this substitution that leads people
|
|
to compare templates with macros.
|
|
|
|
Without going into too much more detail, this snippet declares that a piece
|
|
of code exists that will be able to call a function @code{Add} that will
|
|
add arbitrary types together. The @code{T} will be eventually replaced by
|
|
a C++ data type name. For example,
|
|
|
|
@verbatim
|
|
T Add (T first, T second);
|
|
@end verbatim
|
|
|
|
might eventually become
|
|
|
|
@verbatim
|
|
int Add (int first, int second);
|
|
@end verbatim
|
|
|
|
If the template has been declared, we need to @emph{define} what that piece of
|
|
code will actually do. That might look something like,
|
|
|
|
@verbatim
|
|
template <typename T>
|
|
T Add (T first, T second)
|
|
{
|
|
return first + second;
|
|
}
|
|
@end verbatim
|
|
|
|
All we've done here is to provide an implementation of the template that
|
|
adds the two variables together and returns the result. Note that this
|
|
implementation works for any type that provides an @code{operator+}.
|
|
|
|
The puzzle all comes together when you understand that @emph{using} a template
|
|
causes the compiler to automatically instantiate code for a specific function
|
|
according to the given template parameters. You might use the above template
|
|
like,
|
|
|
|
@verbatim
|
|
int x, y, z;
|
|
z = Add<int> (x, y);
|
|
@end verbatim
|
|
|
|
@cindex template!instantiate
|
|
When the compiler sees @code{Add<int>} it understands that it needs to make
|
|
sure that code is instantiated (created) to perform the @code{Add} using the
|
|
specified type @code{<int>}. To a first approximation, the compiler will
|
|
replace the typename @code{T} with the specified type @code{int} and
|
|
automagically generate code equivalent to,
|
|
|
|
@verbatim
|
|
int Add (int first, int second)
|
|
{
|
|
return first + second;
|
|
}
|
|
@end verbatim
|
|
|
|
A user of the template definition could just as easily have provided a use
|
|
that assigned the type float. This would simply be done like,
|
|
|
|
@verbatim
|
|
float x, y, z;
|
|
z = Add<float> (x, y);
|
|
@end verbatim
|
|
|
|
In this case, the compiler would automatically generate code that looked like,
|
|
|
|
@verbatim
|
|
float Add (float first, float second)
|
|
{
|
|
return first + second;
|
|
}
|
|
@end verbatim
|
|
|
|
@cindex template!function
|
|
This particular kind of template programming uses what are called
|
|
@emph{function templates}. They are called function templates since you
|
|
are @emph{templating} function declarations and definitions.
|
|
|
|
@cindex template!class
|
|
Templates can also be used in conjunction with classes, in which case you are
|
|
said to be using, not too surprisingly, @emph{class templates}. The syntax and
|
|
use is similar. To declare a class template you might use something like,
|
|
|
|
@verbatim
|
|
template <typename T>
|
|
class MyStack
|
|
{
|
|
void Push (T data);
|
|
T Pop (void);
|
|
};
|
|
@end verbatim
|
|
|
|
The methods can be defined separately in a method similar to function template
|
|
definitions,
|
|
|
|
@verbatim
|
|
template <typename T> void MyStack<T>::Push (T data)
|
|
{
|
|
...
|
|
};
|
|
@end verbatim
|
|
|
|
You can then use the new templated class in the following way,
|
|
|
|
@verbatim
|
|
int x, y;
|
|
|
|
MyStack<int> stack;
|
|
stack.Push (x);
|
|
y = stack.Pop ();
|
|
@end verbatim
|
|
|
|
Similarly to the function template case, the compiler knows that it has to
|
|
automatically generate code to fill out the class and method declarations
|
|
and definitions using the appropriate type specified by @code{<int>}.
|
|
|
|
@subsection Smart Pointers 101
|
|
If you are familiar with C++ smart pointers, you may skip this section as it
|
|
is just a cursory introduction to smart pointers and intrusive reference
|
|
counting.
|
|
|
|
@cindex smart pointer
|
|
Referring back to the example line of code, partially reproduced below for
|
|
your convenience below, the left hand side is the declaration and
|
|
initialization of a class template that implements a @emph{smart pointer}.
|
|
|
|
@verbatim
|
|
Ptr<Node> p = ...
|
|
@end verbatim
|
|
|
|
To a first approximation, you can think of @code{Ptr<Node>} as the a new kind
|
|
of declaration of a pointer to a @code{Node} object. The difference is that
|
|
a smart pointer is a user-defined data type (instantiated via a templated
|
|
class) that @emph{simulates} a classical pointer but provides additional
|
|
features. As an aside, you typically pronounce @code{Ptr<Node>} as
|
|
``pooter node'' where pooter rhymes with footer.
|
|
|
|
@cindex memory management
|
|
One of the most important ``additional feature'' provided by smart pointers is
|
|
automatic memory management. Since you now understand class templates, you
|
|
will understand how the template allows us to write the pointer code once, but
|
|
allows us to point to many different kinds of objects. Later in the tutorial
|
|
you will see variations such as @code{Ptr<Ipv4>} and @code{Ptr<Channel>},
|
|
which are smart pointers to an IP version 4 object and a channel object,
|
|
respectively.
|
|
|
|
The use of built-in pointers in C and C++ is a major source of bugs. Constant
|
|
allocation of, passing of responsibility for, and deallocation of underlying
|
|
data makes it very likely that errors will occur. In one of these errors,
|
|
the usual problem is that the responsibility for deallocating a memory block
|
|
is misplaced. This may result in a memory leak or a duplicate deallocation.
|
|
Smart pointers try to prevent this kind of problem by working with the
|
|
@emph{scope} and @emph{extent} rules of the language to make memory
|
|
deallocation automatic.
|
|
|
|
The scope of a variable defines where in a program a given variable may be
|
|
referred to. The extent of a variable defines when in the program's execution
|
|
the variable has a valid value. Consider a simple subroutine that contains a
|
|
smart pointer.
|
|
|
|
@verbatim
|
|
void SimpleSubroutine (void)
|
|
{
|
|
Ptr<Node> p;
|
|
}
|
|
@end verbatim
|
|
|
|
@cindex scope
|
|
The variable named @code{p} has a scope limited to the subroutine itself. The
|
|
variable is said to @emph{come into scope} as the subroutine is entered during
|
|
execution. At this time, the constructor of the underlying class is executed
|
|
and a valid variable is available for use. When the subroutine is done
|
|
executing, the variable is said to @emph{go out of scope}. This causes the
|
|
destructor of the underlying class to be executed and the variable no longer
|
|
has a valid value. This is not a problem since it is no longer valid to refer
|
|
to the parameter. Smart pointers take advantage of these defined actions at
|
|
points where variables must be valid and become discardable to determine when
|
|
underlying data can be freed.
|
|
|
|
@cindex reference counting!intrusive
|
|
The ns-3 smart pointer mechanism uses a mechanism called intrusive
|
|
reference counting to determine when a memory block should be automatically
|
|
deallocated. The term ``intrusive'' means that a reference count (a count of
|
|
variables required to have valid data) is stored in the object being managed
|
|
instead of in a proxy object. This means that each piece of memory managed by
|
|
a ns-3 smart pointer includes a reference count. When a smart
|
|
pointer to a reference counted object is created, this reference count is
|
|
incremented. This indicates that a new variable requires a valid data object
|
|
be present. When a smart pointer to a reference counted object is destroyed
|
|
(for example, when going out of scope) the reference count of the managed
|
|
object is decremented. When the reference count goes to zero it means that
|
|
all smart pointers to the underlying object have gone out of scope and the
|
|
object is no longer needed by any past ``users'' of the object. This in turn
|
|
means that the object can be safely deallocated, and this is done
|
|
automatically for you as the ``last'' smart pointer goes out of scope.
|
|
|
|
Consider how this might work as you pass a smart pointer to an object down
|
|
a protocol stack. At each level of the stack, you pass the smart pointer
|
|
by value. This causes a copy of the smart pointer to be made, which
|
|
increments the reference count of the underlying object. When the
|
|
@emph{calling} method is done executing, the calling smart pointer goes out of
|
|
scope and the reference count is decremented. This leaves the single smart
|
|
pointer in the @emph{called} method with a reference to the underlying object.
|
|
When the smart pointer in the called method goes out of scope, the destructor
|
|
for the smart pointer is called. The destructor checks the reference count
|
|
of the underlying object and sees that it becomes zero. This indicates that
|
|
the object can be deallocated, and the destructor does so. This results in
|
|
the lifetime management of the underlying object being automatically managed,
|
|
a boon if you have experience with ``manual'' memory management and finding
|
|
memory leaks.
|
|
|
|
Now, we want to make this feature available as widely as possible to objects
|
|
in the ns-3 system. The basic operations of the smart pointer class
|
|
are the same across any intrusively reference counted object. C++ provides a
|
|
mechanism to achieve this kind of generic behavior --- the template. Let's
|
|
examine the declaration of the smart pointer in more detail. First consider
|
|
the way you might declare and use a built-in pointer. For the sake of
|
|
simplicity, just assume that a C++ object of the class @code{MyClass} exists.
|
|
Further assume that @code{MyClass} provides one method called @code{method}.
|
|
Using built-in pointers, you could do something like the following:
|
|
|
|
@verbatim
|
|
MyClass *p = ...
|
|
p->method ();
|
|
@end verbatim
|
|
|
|
@cindex smart pointer
|
|
One of the key design points of smart pointers is that they should simulate
|
|
built-in pointers. In C++ this is done by overloading @code{operator->},
|
|
@code{operator=} and @code{operator*}. To implement a smart pointer we need
|
|
to provide a generic class that implements these operators. This generic
|
|
class should allow operations that appear as if it were a built-in pointer
|
|
to the reference counted object. Typically this is accomplished via a
|
|
relatively simple C++ class template. If you are interested in the details
|
|
of how this may be accomplished, see Alexandrescu for a good treatment,
|
|
|
|
@cindex template
|
|
Taking the template as given, in order to declare a smart pointer you will
|
|
need to create a smart pointer object and provide the template parameter
|
|
needed to instantiate the required code. This parameter will be the name
|
|
of the reference counted class to which you want to point. The smart
|
|
pointer class overrides @code{operator=} which allows initialization of the
|
|
smart pointer just as if it were a built-in pointer. The end result is that
|
|
you use smart pointers just as if they were built-in pointers:
|
|
|
|
@verbatim
|
|
SmartPointer<MyClass> p = ...
|
|
p->method ();
|
|
@end verbatim
|
|
|
|
@subsection Object Creation
|
|
@cindex CreateObject
|
|
On the right hand side of the line of code we're examining (reproduced below
|
|
for convenience) is the creation of an @code{InternetNode} object.
|
|
|
|
@verbatim
|
|
... = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
@cindex template!function
|
|
This turns out to be an instance of use of a C++ @emph{function template}. The
|
|
definition of the @code{CreateObject<typename T>()} template calls the new
|
|
operator to create an object of the type T. It then creates a new smart
|
|
pointer of the appropriate type (i.e., @code{Ptr<T>}). This new smart
|
|
pointer is assigned initial responsibility for the new object which has its
|
|
reference count set to one.
|
|
|
|
Since the underlying creation mechanism is via the @code{new} operator, and
|
|
you can pass parameters to the constructor for an object, we provide several
|
|
templates that you can use for passing parameters to the object constructors.
|
|
If the constructor for the object requires a parameter, you simply pass that
|
|
parameter to the @code{Create} function like this,
|
|
|
|
@verbatim
|
|
int parm = 1;
|
|
... = CreateObject<MyClass> (parm);
|
|
@end verbatim
|
|
|
|
We provide Create templates with up to seven parameters, so you could
|
|
conceivably use the @code{Create} template in situations such as,
|
|
|
|
@verbatim
|
|
int parm = 1;
|
|
... = CreateObject<MyClass> (p1, p2, p3, p4, p5, p6, p7);
|
|
@end verbatim
|
|
|
|
@subsection Type Safety
|
|
Lets take one final look at the now infamous example line of code that we
|
|
have been examining for some time (again reproduced below).
|
|
|
|
@verbatim
|
|
Ptr<Node> p = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
@cindex smart pointer
|
|
@cindex Node
|
|
@cindex Create
|
|
You may have noticed that the smart pointer on the left hand side of the
|
|
assignment is associated with the type @code{Node} and the @code{Create}
|
|
template on the right hand side creates an @code{InternetNode} object and
|
|
returns a @code{Ptr<InternetNode>} smart pointer. For this assignment of a
|
|
@code{Ptr<InternetNode>} to a @code{Ptr<Node>} to work, there must be some
|
|
kind of type conversion going on.
|
|
|
|
@cindex implicit conversion
|
|
Many programmers use @code{implicit conversions} without even realizing it
|
|
since they are sometimes so intuitive. For example, in the following code,
|
|
|
|
@verbatim
|
|
int i = 1;
|
|
double d = 2.;
|
|
if (n == d) ...
|
|
@end verbatim
|
|
|
|
@cindex standard conversion
|
|
the integer (1) is implicitly converted to a double (1.) before the comparison
|
|
takes place. This conversion is performed using what is known as a C++
|
|
@emph{standard conversion}. There are a number of standard conversions defined
|
|
by the C++ standard. Among them are,
|
|
|
|
@itemize @bullet
|
|
@item Integral Promotions
|
|
@item Integral Conversions
|
|
@item Floating Conversions
|
|
@item Pointer Conversions
|
|
@item Reference Conversions
|
|
@end itemize
|
|
|
|
@cindex assignment operator
|
|
@cindex Ptr
|
|
For the case of interest here, we need to know what happens in the
|
|
assignment operator (@code{operator=}) of our smart pointer @code{Ptr<Node>}.
|
|
This operator takes a reference to a @code{Ptr<Node>} and not a reference to
|
|
a @code{Ptr<InternetNode>}. The one situation where this works automatically
|
|
in C++ is if the ``destination'' reference is to a visible, unambiguous base
|
|
class of the ``source'' reference. In this case, the underlying pointer is
|
|
@emph{cast} from one type to the other automatically.
|
|
|
|
To summarize: The magic happens in the assignment operator. Class
|
|
@code{InternetNode} inherits from class @code{Node}. The reference to the
|
|
@code{InternetNode} object in question is, in essence, a pointer to an
|
|
@code{InternetNode} object. The @code{InternetNode} class inherits from the
|
|
@code{Node} base class in a way that makes @code{Node} visible and unambiguous.
|
|
Therefore, there exists a standard conversion from an @code{InternetNode *}
|
|
to a @code{Node *} and by extension from an @code{InternetNode &} to a
|
|
@code{Node &}. This conversion is applied automatically (and invisibly)
|
|
during paramater passing in the assignment operator we are examining.
|
|
|
|
@cindex base class
|
|
This is a rather involved way of saying there's an invisible pointer cast
|
|
to a base class happening in the assignment. That means that
|
|
|
|
@verbatim
|
|
Ptr<Node> p = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
or,
|
|
|
|
@verbatim
|
|
Ptr<Channel> p = CreateObject<CsmaChannel> ();
|
|
@end verbatim
|
|
|
|
will work just fine. Of course, if you try something @emph{bad} (TM), like:
|
|
|
|
@verbatim
|
|
Ptr<Node> p = CreateObject<CsmaChannel> ();
|
|
@end verbatim
|
|
|
|
the compiler will quite appropriately complain that there is no conversion
|
|
between these completely unrelated objects (CsmaChannel and Node).
|
|
|
|
@subsection Summary
|
|
Going back to our infamous first line of ns-3 code, we said that if
|
|
we want to create an InternetNode in a script, we will typically do something
|
|
like:
|
|
|
|
@verbatim
|
|
Ptr<Node> p = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
@cindex Create
|
|
@cindex InternetNode
|
|
@cindex smart pointer
|
|
Now we know that this is really a simple statement. We create an
|
|
@code{InternetNode} object on the heap (indirecly using operator @code{new}
|
|
and passing no parameters to its constructor) and assign responsibility for
|
|
managing the new object's lifetime to a smart pointer. This smart pointer is
|
|
a pointer to a @code{Node} object, so there was a hidden cast from
|
|
@code{InternetNode} to a @code{Node} done via a standard C++ conversion.
|
|
|
|
This may have been quite a hurdle to get past that first line of code, but
|
|
we have covered quite a few of the important idioms that you'll encounter in
|
|
this tutorial.
|
|
|
|
@c ========================================================================
|
|
@c A First ns-3 script
|
|
@c ========================================================================
|
|
|
|
@node A-First-ns-3-Script
|
|
@chapter A First ns-3 script
|
|
@cindex design pattern
|
|
@cindex idiom
|
|
Lets build a simple network using the ns-3 design patterns, idioms,
|
|
classes and helpers we have just looked at. If you downloaded the system as
|
|
was suggested above, you will have a release of ns-3 in a directory
|
|
called @code{repos} under your home directory. Change into that directory,
|
|
where you should see a directory structure something like the following.
|
|
|
|
@verbatim
|
|
AUTHORS RELEASE_NOTES examples/ src/ waf*
|
|
LICENSE VERSION ns3/ tutorial/ waf.bat*
|
|
README doc/ samples/ utils/ wscript
|
|
@end verbatim
|
|
|
|
@cindex hello-simulator.cc
|
|
Change into the tutorial directory. You should see a file named
|
|
@code{hello-simulator.cc} located there. Copy this file into one named
|
|
@code{simple.cc}. If you open this new file in your favorite editor you will
|
|
see some copyright information and the following C++ code:
|
|
|
|
@verbatim
|
|
#include "ns3/log.h"
|
|
|
|
NS_LOG_COMPONENT_DEFINE ("HelloSimulator");
|
|
|
|
using namespace ns3;
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
LogComponentEnable ("HelloSimulator", LOG_LEVEL_INFO);
|
|
|
|
NS_LOG_INFO ("Hello Simulator");
|
|
}
|
|
@end verbatim
|
|
|
|
This is the ns-3 version of the ubiquitous hello-world program. It
|
|
uses the ns-3 Log module to print ``Hello Simulator'' into the
|
|
standard error output stream.
|
|
|
|
@cindex logging
|
|
Log components are named objects that provide for controlling the verbosity of
|
|
debugging output in the system. We'll have a lot more to say about logging
|
|
later on, but for now you can just consider the macro @code{NS_LOG_INFO} to be
|
|
a kind of fancy printf to the standard error.
|
|
|
|
@section A Simple Network
|
|
@cindex InternetNode
|
|
Let's create a simple network of @code{InternetNode} elements. In order to
|
|
actually create an @code{InternetNode}, you will have to include some header
|
|
files. Put the following code after the include statement in @code{simple.cc}.
|
|
|
|
@verbatim
|
|
#include "ns3/ptr.h"
|
|
#include "ns3/internet-node.h"
|
|
@end verbatim
|
|
|
|
@cindex include files
|
|
The ns-3 build system places the core include files it needs into a
|
|
directory called @code{ns-3} and so whenever you need to include one of the
|
|
core files you need to explicitly code this. The file @code{ptr.h} defines
|
|
the generic smart pointer that we use. The file @code{internet-node.h}
|
|
defines the class InternetNode which, as described above, represents an IP
|
|
version 4-based computing element in the simulator.
|
|
|
|
So let's create a few new @code{InternetNode}s by adding the following lines
|
|
of code after the call to @code{NS_LOG_INFO} in the simple.cc file right
|
|
after the call to @code{NS_LOG_INFO}.
|
|
|
|
@verbatim
|
|
Ptr<Node> n0 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n1 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n2 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n3 = CreateObject<InternetNode> ();
|
|
@end verbatim
|
|
|
|
As we now understand, this will create four @code{InternetNode} objects on
|
|
the heap and create four @code{Ptr<Node>} smart pointer objects on the stack
|
|
to manage them. You should remember that by using the smart pointers you are
|
|
freed from the responsibility to delete the objects you assign to them.
|
|
|
|
@cindex Channel
|
|
@cindex CsmaChannel
|
|
The next step is to create a channel over which these nodes can communicate.
|
|
Let's use the CsmaChannel and create a local area network that will allow us
|
|
to hook up nodes similarly to an Ethernet.
|
|
|
|
As usual, we'll need to include the file that provides the appropriate class
|
|
declarations:
|
|
|
|
@verbatim
|
|
#include "ns3/csma-channel.h"
|
|
@end verbatim
|
|
|
|
Next, Add the following line of code (typically done after node creation) to
|
|
create a channel with a five megabit per second data rate and a two
|
|
millisecond speed-of-light delay between all nodes. The idiom for creating
|
|
the channel is similar to that of the node, but the actual @code{Create}
|
|
function is hidden from us in the topology code. Observe that we are
|
|
using a Csma topology helper function to free us from the details regarding
|
|
how the Carrier Sense Multiple Access Channel is actually brought into
|
|
existence and initialized.
|
|
|
|
@verbatim
|
|
Ptr<CsmaChannel> lan =
|
|
CsmaTopology::CreateCsmaChannel (DataRate (5000000), MilliSeconds (2));
|
|
@end verbatim
|
|
|
|
@cindex idiom!unnamed parameter
|
|
You may be unfamiliar with the @emph{unnamed parameter} idiom used here.
|
|
When added to a list of parameters, the code @code{DataRate (5000000)}
|
|
constructs a DataRate object on the stack using the appropriate constructor.
|
|
The resulting object has no name, and therefore cannot be referenced
|
|
elsewhere, but is passed to the callee method where it has a valid name and
|
|
can be used. This idiom is essentially a shorthand version of the following:
|
|
|
|
@verbatim
|
|
DataRate rate (5000000);
|
|
Time latency (MilliSeconds (2));
|
|
Ptr<CsmaChannel> lan = CsmaTopology::CreateCsmaChannel (rate, latency);
|
|
@end verbatim
|
|
|
|
@cindex constructor
|
|
@cindex constructor!Time
|
|
We should pause for a moment and discuss the constructor to the @code{Time}
|
|
data type. There are a number of different constructors for these objects, and
|
|
so there are a number of ways that this initialization could have been done.
|
|
There is a constructor that takes a string argument, consisting of expressions
|
|
using the units @code{s, ms, us, ns, ps} or @code{fs}, so this could have been
|
|
written,
|
|
|
|
@verbatim
|
|
Time latency ("2ms");
|
|
@end verbatim
|
|
|
|
There are also helper functions available that create time units (one of these
|
|
was used in the example):
|
|
|
|
@itemize @bullet
|
|
@item @code{Seconds (double)}
|
|
@item @code{MilliSeconds (uint64_t)}
|
|
@item @code{MicroSeconds (uint64_t)}
|
|
@item @code{NanoSeconds (uint64_t)}
|
|
@item @code{PicoSeconds (uint64_t)}
|
|
@item @code{FemtoSeconds (uint64_t)}
|
|
@end itemize
|
|
|
|
C++ will attempt to promote parameters appropriately, but you will typically
|
|
see constructions that respect the type corrrectness of the constructor, as
|
|
in @code{Seconds (1.)} and @code{MilliSeconds (2)}. Notice that the code
|
|
@code{Seconds (1)} will work just as well as @code{Seconds (1.)} since the
|
|
integer 1 will be automatically promoted to a double 1. in the former code.
|
|
The converse will not work --- i.e., you cannot write code that says
|
|
@code{MilliSeconds (2.)} since a @emph{type demotion} would be required that
|
|
could lose information and the compiler will not do such things ``behind your
|
|
back.'' Don't be thrown off by this kind of automatic conversion.
|
|
|
|
@cindex MAC!address
|
|
Okay, now we have code to create four nodes and a local area network. The
|
|
next step is to wire the network together. We do this by adding net devices
|
|
to the node. When we add the net device, we also specify the network to which
|
|
the net device is connected and provide a MAC address appropriate to the
|
|
device and network types. Since we're creating an IP version 4 network using
|
|
a Csma channel, you may expect that we'll be using topology helpers
|
|
appropriate to those types --- the CsmaIpv4Topology helper. As you may expect,
|
|
we'll need to include some files to get the appropriate definitions:
|
|
|
|
@verbatim
|
|
#include "ns3/mac48-address.h"
|
|
#include "ns3/csma-net-device.h"
|
|
#include "ns3/csma-topology.h"
|
|
#include "ns3/csma-ipv4-topology.h"
|
|
@end verbatim
|
|
|
|
Now, all that is left is to do the ``wiring'':
|
|
|
|
@verbatim
|
|
uint32_t nd0 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n0, lan,
|
|
Mac48Address("08:00:2e:00:00:00"));
|
|
@end verbatim
|
|
|
|
[Note the additional unnamed parameter idiom usage here.]
|
|
|
|
This code calls the topology helper relating to Csma channels and IP version
|
|
four nodes. It asks to install a Csma net device ``into'' node zero
|
|
(@code{n0}) connecting the device to the channel named (@code{lan}). It also
|
|
assigns a MAC address to the net device. You can add similar lines of code
|
|
connecting the other nodes to the lan (remembering to assign new MAC
|
|
addresses).
|
|
|
|
@verbatim
|
|
uint32_t nd1 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n1, lan,
|
|
Mac48Address("08:00:2e:00:00:01"));
|
|
|
|
uint32_t nd2 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n2, lan,
|
|
Mac48Address("08:00:2e:00:00:02"));
|
|
|
|
uint32_t nd3 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n3, lan,
|
|
Mac48Address("08:00:2e:00:00:03"));
|
|
@end verbatim
|
|
|
|
@cindex IP!address
|
|
@cindex IP!network mask
|
|
@cindex multihome
|
|
Finally, we need to add IP addresses to our nodes. The pointers to the
|
|
nodes are stored in n0, n1, n2 and n3. We added net devices to each of
|
|
the nodes and remembered the net device index numbers as nd0, nd1, nd2 and
|
|
nd3. You can add multiple net devices to each node resulting in a situation
|
|
similar to a multi-homed host. Each time you add a net device, you will get
|
|
a new index. Since the IP address for a multi-homed host is associated with
|
|
a net device, we need to provide that index (which we have saved) to the
|
|
topology helper. We provide an IP version four address via the ns-3
|
|
class @code{Ipv4Address} which takes a dotted decimal string as a constructor
|
|
parameter. We also provide a network mask using the ns-3 class
|
|
@code{Ipv4Mask} which also takes a dotted decimal string. The code to
|
|
perform the IP address assignment, then, looks like the following:
|
|
|
|
@verbatim
|
|
CsmaIpv4Topology::AddIpv4Address (n0, nd0, Ipv4Address ("10.1.1.1"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n1, nd1, Ipv4Address ("10.1.1.2"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n2, nd2, Ipv4Address ("10.1.1.3"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n3, nd3, Ipv4Address ("10.1.1.4"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
@end verbatim
|
|
|
|
We have now constructed a simulated network. Your code should now look
|
|
something like the following,
|
|
|
|
@verbatim
|
|
#include "ns3/log.h"
|
|
#include "ns3/ptr.h"
|
|
#include "ns3/internet-node.h"
|
|
#include "ns3/csma-channel.h"
|
|
#include "ns3/mac48-address.h"
|
|
#include "ns3/csma-net-device.h"
|
|
#include "ns3/csma-topology.h"
|
|
#include "ns3/csma-ipv4-topology.h"
|
|
|
|
NS_LOG_COMPONENT_DEFINE ("HelloSimulator");
|
|
|
|
using namespace ns3;
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
LogComponentEnable ("HelloSimulator", LOG_LEVEL_INFO);
|
|
|
|
NS_LOG_INFO ("Hello Simulator");
|
|
|
|
Ptr<Node> n0 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n1 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n2 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n3 = CreateObject<InternetNode> ();
|
|
|
|
Ptr<CsmaChannel> lan =
|
|
CsmaTopology::CreateCsmaChannel (DataRate (5000000), MilliSeconds (2));
|
|
|
|
uint32_t nd0 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n0, lan,
|
|
Mac48Address("08:00:2e:00:00:00"));
|
|
|
|
uint32_t nd1 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n1, lan,
|
|
Mac48Address("08:00:2e:00:00:01"));
|
|
|
|
uint32_t nd2 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n2, lan,
|
|
Mac48Address("08:00:2e:00:00:02"));
|
|
|
|
uint32_t nd3 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n3, lan,
|
|
Mac48Address("08:00:2e:00:00:03"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n0, nd0, Ipv4Address ("10.1.1.1"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n1, nd1, Ipv4Address ("10.1.1.2"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n2, nd2, Ipv4Address ("10.1.1.3"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n3, nd3, Ipv4Address ("10.1.1.4"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
}
|
|
@end verbatim
|
|
|
|
This script won't actually do anything yet. The next trick will be to
|
|
convince our nodes to try and send some data over the network.
|
|
|
|
@section Using Applications
|
|
@cindex Create
|
|
As mentioned above, we use @code{Application}s in ns-3 to generate
|
|
the data used to drive simulations. An @code{Application} is added to a
|
|
ns-3 node conceptually just as if you would add an application to a
|
|
computer. When an application is created (using the @code{Create} template)
|
|
we tell the application which @code{Node} it belongs to (and therefore on
|
|
which node it is running) by passing a smart pointer to that @code{Node} in
|
|
the constructor arguments.
|
|
|
|
@subsection A UDP Echo Client Application
|
|
To use an application, we first have to load the header file in which it is
|
|
defined. For the UDP echo client, this would mean adding the line,
|
|
|
|
@verbatim
|
|
#include "ns3/udp-echo-client.h"
|
|
@end verbatim
|
|
|
|
In order to create the UDP echo client application we will need to add the
|
|
following code:
|
|
|
|
@verbatim
|
|
uint32_t packetSize = 1024;
|
|
uint16_t port = 7;
|
|
uint32_t maxPacketCount = 1;
|
|
Time interPacketInterval = Seconds (1.);
|
|
|
|
Ptr<UdpEchoClient> client = CreateObject<UdpEchoClient> (n0, "10.1.1.2",
|
|
port, maxPacketCount, interPacketInterval, packetSize);
|
|
@end verbatim
|
|
|
|
@cindex packet
|
|
The first four lines have broken out the configuration parameters for the
|
|
application as named parameters for clarity. We are telling the application
|
|
to generate 1024 byte packets (@code{packetSize = 1024}); and to send these
|
|
packets to port 7 (@code{port = 7;}). The application is told to send at most
|
|
one packet (@code{maxPacketCount = 1;}); and to delay for one second between
|
|
packet sends (@code{interpacketInterval = Seconds(1.)}) which is not used since
|
|
only one packet is sent. We will defer addressing the type @code{Time} until
|
|
we discuss the simulator engine. For now just understand the semantics are
|
|
to wait for one second.
|
|
|
|
The code to actually create the @code{UdpEchoClient} application uses the
|
|
same creation idiom as we have used previously. Notice that we have a case
|
|
where the @code{Create} template is used to pass parameters to the constructor
|
|
of the underlying object.
|
|
|
|
@cindex implicit conversion sequence
|
|
Notice that a string is passed as the second parameter. The formal parameter
|
|
to the constructor of the @code{UdpEchoClient} object is actually an
|
|
@code{Ipv4Address}. We get away with this since C++ allows what are called
|
|
@emph{implicit conversion sequences} to occur between the argument in the
|
|
function call and the corresponding parameter in the function declaration.
|
|
Basically, C++ will try to figure out a way to convert parameters for you
|
|
transparently.
|
|
|
|
In this case the conversion sequence is based on the constructor for the
|
|
Ipv4Address that takes a @code{char const *} as a parameter. C++ notices
|
|
that @code{"10.1.1.2"} refers to a @code{char const *} and knows that it
|
|
needs to get from there to an @code{Ipv4Address}. The compiler notices that
|
|
there is an @code{Ipv4Address} constructor that takes a @code{char const *}
|
|
and so it uses that constructor transparently to arrange for the conversion.
|
|
|
|
You therefore have several options for passing this value. You can use an
|
|
explicit named variable as in the following:
|
|
|
|
@verbatim
|
|
Ipv4Address addr ("10.1.1.2");
|
|
...
|
|
|
|
Ptr<UdpEchoClient> client = CreateObject<UdpEchoClient> (n0, addr, port,
|
|
maxPacketCount, interPacketInterval, packetSize);
|
|
@end verbatim
|
|
|
|
@cindex idiom|unnamed parameter
|
|
You can use the unnamed parameter idiom that we have previously seen:
|
|
|
|
@verbatim
|
|
Ptr<UdpEchoClient> client = CreateObject<UdpEchoClient> (n0,
|
|
Ipv4Address ("10.1.1.2"), port, maxPacketCount, interPacketInterval,
|
|
packetSize);
|
|
@end verbatim
|
|
|
|
Or you can rely on implicit conversion sequences as we just saw:
|
|
|
|
@verbatim
|
|
Ptr<UdpEchoClient> client = CreateObject<UdpEchoClient> (n0, "10.1.1.2",
|
|
port, maxPacketCount, interPacketInterval, packetSize);
|
|
@end verbatim
|
|
|
|
Which approach to take is a matter of style, really, and you will probably
|
|
see all three approaches taken in the ns-3 code. You should be
|
|
comfortable seeing and using all three methods.
|
|
|
|
@subsection A UDP Echo Server Application
|
|
As usual, to use the UDP echo server we need to add a line to define the
|
|
application:
|
|
|
|
@verbatim
|
|
#include "ns3/udp-echo-server.h"
|
|
@end verbatim
|
|
|
|
In order to create the UDP echo server application we will need to add the
|
|
following code:
|
|
|
|
@verbatim
|
|
Ptr<UdpEchoServer> server = CreateObject<UdpEchoServer> (n1, port);
|
|
@end verbatim
|
|
|
|
We only need to tell the application which node to reside on and which port
|
|
to listen on for UDP packets. The code to actually create the
|
|
@code{UdpEchoServer} application uses the now quite familiar ns-3 object
|
|
creation idiom.
|
|
|
|
@subsection A UDP Echo Client-Server Simulation
|
|
Now we're getting somewhere. Your code should look something like the
|
|
following (let's change the log component name and program banner from
|
|
``Hello Simulator''to something more descriptive while we're at it).
|
|
|
|
@verbatim
|
|
#include "ns3/log.h"
|
|
#include "ns3/ptr.h"
|
|
#include "ns3/internet-node.h"
|
|
#include "ns3/csma-channel.h"
|
|
#include "ns3/mac48-address.h"
|
|
#include "ns3/csma-net-device.h"
|
|
#include "ns3/csma-topology.h"
|
|
#include "ns3/csma-ipv4-topology.h"
|
|
#include "ns3/udp-echo-client.h"
|
|
#include "ns3/udp-echo-server.h"
|
|
|
|
NS_LOG_COMPONENT_DEFINE ("UdpEchoSimulation");
|
|
|
|
using namespace ns3;
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
LogComponentEnable ("UdpEchoSimulation", LOG_LEVEL_INFO);
|
|
|
|
NS_LOG_INFO ("UDP Echo Simulation");
|
|
|
|
Ptr<Node> n0 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n1 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n2 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n3 = CreateObject<InternetNode> ();
|
|
|
|
Ptr<CsmaChannel> lan =
|
|
CsmaTopology::CreateCsmaChannel (DataRate (5000000), MilliSeconds (2));
|
|
|
|
uint32_t nd0 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n0, lan,
|
|
Mac48Address("08:00:2e:00:00:00"));
|
|
|
|
uint32_t nd1 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n1, lan,
|
|
Mac48Address("08:00:2e:00:00:01"));
|
|
|
|
uint32_t nd2 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n2, lan,
|
|
Mac48Address("08:00:2e:00:00:02"));
|
|
|
|
uint32_t nd3 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n3, lan,
|
|
Mac48Address("08:00:2e:00:00:03"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n0, nd0, Ipv4Address ("10.1.1.1"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n1, nd1, Ipv4Address ("10.1.1.2"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n2, nd2, Ipv4Address ("10.1.1.3"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n3, nd3, Ipv4Address ("10.1.1.4"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
uint32_t packetSize = 1024;
|
|
uint16_t port = 7;
|
|
uint32_t maxPacketCount = 1;
|
|
Time interPacketInterval = Seconds (1.);
|
|
|
|
Ptr<UdpEchoClient> client = CreateObject<UdpEchoClient> (n0, "10.1.1.2",
|
|
port, maxPacketCount, interPacketInterval, packetSize);
|
|
|
|
Ptr<UdpEchoServer> server = CreateObject<UdpEchoServer> (n1, port);
|
|
|
|
}
|
|
@end verbatim
|
|
|
|
@section Using the Simulation Engine
|
|
@cindex model
|
|
@cindex simulation executive
|
|
You could say that the heart of the ns-3 system is the
|
|
@emph{simulation engine} (sometimes called the simulation executive in other
|
|
systems).
|
|
|
|
In a computer simulation, a computer @emph{model} of a real world @emph{system}
|
|
is constructed. This is typically done to minimize cost since you do not have
|
|
to actually buy, install and maintain physical hardware. In the case of
|
|
ns-3, a model is a representation of a networking component that is
|
|
designed to imitate some number of important behaviors or characteristics of
|
|
an actual component in a real network. A system is a collection of models
|
|
arranged for the purpose of analyzing some behavior.
|
|
|
|
@section Models
|
|
@cindex CsmaNetDevice
|
|
@cindex CsmaChannel
|
|
@cindex InternetNode
|
|
@cindex NIC
|
|
@cindex CSMA
|
|
We have already encountered several ns-3 models without specifically
|
|
calling them so. The @code{InternetNode}, @code{CsmaNetDevice} and
|
|
@code{CsmaChannel} objects are models of an Internet computing node, a CSMA
|
|
network interface card (NIC), and a network cable able to move data to and
|
|
from other CSMA NICs.
|
|
|
|
@cindex model
|
|
@cindex CSMA/CD
|
|
It is important to note that the @code{Csma} net devices and the @code{Csma}
|
|
channel do not correspond to any real world hardware that you can actually go
|
|
out and buy. These models implement an approximation, or subset, of the
|
|
behaviors that a real CSMA/CD network would have. In this case, the
|
|
@code{CsmaNetDevice} does not simulate collision detection (CD). It does
|
|
implement carrier sense and performs collision @emph{avoidance} using global
|
|
spatial knowledge available in the channel. This would be impossible in any
|
|
channel residing in our universe.
|
|
|
|
@cindex Ethernet
|
|
No model will fully implement @emph{all} of the behaviors of a piece of
|
|
hardware. It is important to understand what is being modeled by the
|
|
ns-3 components you are using and what is not. For example, the Csma
|
|
components we use in this tutorial model a highly abstract multiple access
|
|
network that is topologically equivalent to an Ethernet. It is not necessarily
|
|
true that results found in a simulation using the Csma models will apply to
|
|
a real-world Ethernet network. You must understand what behaviors are
|
|
simulated in each of the models before trusting that any results can be
|
|
associated with real-world systems.
|
|
|
|
@section Time, Events and Callbacks
|
|
@cindex time
|
|
@cindex event
|
|
In a @emph{discrete event simulator} time is not something that @emph{flows},
|
|
nor is it something to be measured --- it is the driving force behind the
|
|
progress of the simulation. Time is progressed forward by the simulation
|
|
engine and anything that happens in the simulation is ultimately caused by
|
|
an @emph{event}. An event is some action in the system that is
|
|
@emph{scheduled} to happen at a certain time by the simulation engine. Time
|
|
does not flow continuously but steps discretely (in possibly large jumps)
|
|
from one scheduled event to another.
|
|
|
|
@cindex packet
|
|
For example, to start the flow of a packet through the system, one would have
|
|
to schedule an event with the simulation engine @emph{before} the simulation
|
|
was started. This is important since the simulation engine only jumps time
|
|
forward if there is a next event to process. The simulation stops if there
|
|
are no more events, which is equivalent to a state where there is ``nothing
|
|
more to do.'' Before the simulation starts, one schedules driving events in
|
|
terms of absolute time. For example, one could schedule an event to start
|
|
the flow of a first packet at, say, ten simulated seconds. In this case, the
|
|
simulation would start its clock at zero seconds and look for the first event
|
|
in its @emph{event queue}. It would immediately jump time forward by ten
|
|
seconds and @emph{fire} the scheduled event --- that is, make the event happen.
|
|
|
|
@cindex functor
|
|
@cindex function object
|
|
@cindex callback
|
|
@cindex Callback
|
|
In ns-3 an event is basically a pre-packaged function call called a
|
|
@emph{functor}. Functors are also known as @emph{function objects}, which is
|
|
a more descriptive term --- an object (in the object-oriented programming
|
|
sense) that can be called as if it was a function. Typically one uses a
|
|
functor to implement @emph{deferred execution} of a function or method. The
|
|
most commonly encoutered form of deferred execution is in a @emph{callback}
|
|
from an I/O system. In this case, the goal would be to start an I/O
|
|
operation and return immediately, without having to wait for the operation
|
|
to complete. One asks the I/O subsytem to notify you when an operation is
|
|
complete by calling some function you provide. This provided function is
|
|
known as a callback function. [Imagine calling someone on the telephone and
|
|
asking them to do something for you. You also ask them to @emph{call you back}
|
|
when they are done.] Events in the ns-3 system work conceptually
|
|
the same way, except that instead of an I/O completion driving the process,
|
|
the arrival of some simulated time drives the process. The ns-3
|
|
deferred exectution mechanism is via a class called @code{Callback}.
|
|
|
|
@cindex Time
|
|
@cindex Callback
|
|
The internal details of the classes representing @code{Time} and
|
|
@code{Callback} abstractions will be introduced as required. We won't see
|
|
events directly for some time, but you should know that they are happening
|
|
``under the sheets'' of the simulations you will be writing.
|
|
|
|
@section Driving the Simulation
|
|
@cindex Application
|
|
As mentioned previously, time is the driving force behind the progress of
|
|
a ns-3 simulation. Events are scheduled to happen at certain times
|
|
by calling methods of the simulation engine, either directly or indirectly
|
|
through, for example, an @code{Application}.
|
|
|
|
In order to get the simulation engine set up and running in our code, we must
|
|
first include the language definitions required to describe time- and
|
|
simulator-specific classes:
|
|
|
|
@verbatim
|
|
#include "ns3/simulator.h"
|
|
#include "ns3/nstime.h"
|
|
@end verbatim
|
|
|
|
@cindex Application
|
|
As we have seen, we need to ``seed'' the simulation with at least one event.
|
|
In the case of an @code{Application}, a method to do this is provided. This
|
|
method must be implemented by each specialization of the class and we must
|
|
call this method in our script before the simulation starts. We can also
|
|
provide an event (indirectly) to stop the output of the application at a
|
|
certain time. This is done by adding the following lines to our script:
|
|
|
|
@verbatim
|
|
server->Start(Seconds(1.));
|
|
client->Start(Seconds(2.));
|
|
|
|
server->Stop (Seconds(10.));
|
|
client->Stop (Seconds(10.));
|
|
@end verbatim
|
|
|
|
@cindex Application
|
|
@cindex time
|
|
@cindex Time
|
|
@cindex socket
|
|
@cindex event
|
|
In the case of the UdpEchoServer, the call to @code{server->Start ()} gives
|
|
the @code{Application} the chance to schedule an event that will perform the
|
|
usual @emph{sockets} server sequence of socket creation, binding and
|
|
recvfrom (see Donahoo's UDPEchoServer.c).
|
|
|
|
In the case of the UdpEchoClient, the call to @code{client->Start ()} gives
|
|
the @code{Application} the chance to schedule an event that will perform the
|
|
usual @emph{sockets} client sequence of socket creation, sendto and recvfrom
|
|
(see Donahoo's UDPEchoClient.c).
|
|
|
|
@cindex event
|
|
Note that the start event for the server is scheduled to happen before the
|
|
start event of the client, just as you would start a server application before
|
|
you would attempt to start a client application in the real world.
|
|
|
|
@cindex socket!sendto
|
|
The ns-3 equivalent of the call to @code{sendo} in the client will
|
|
schedule (immediately) the transmission of a UDP packet over the just created
|
|
socket. This will cause the packet to percolate down the protocol stack and
|
|
eventually into the channel. The channel will schedule a reception event in
|
|
the net device on the destination node. This event will eventually percolate
|
|
up into the server application. The server application will create a reply
|
|
packet and send it back down its stack and eventually back to the channel.
|
|
The channel will schedule a reception event back in the client and this will
|
|
cause the reply to be sent back up the protocol stack to the client
|
|
application.
|
|
|
|
The calls to @code{Stop ()} for both applications cause the sockets to be
|
|
torn down and therefore the sending and receiving of packets will be stopped
|
|
irrespective of other application settings (such as max packets and interval
|
|
in the client).
|
|
|
|
Finally, we need to run the simulation and when the simulation run is complete,
|
|
clean up any resources allocated during the run. This is done by the calling
|
|
the following static methods:
|
|
|
|
@verbatim
|
|
Simulator::Run ();
|
|
Simulator::Destroy ();
|
|
@end verbatim
|
|
|
|
We now have the makings of a complete ns-3 network simulation. The
|
|
source code for the script should look like the following:
|
|
|
|
@verbatim
|
|
#include "ns3/log.h"
|
|
#include "ns3/ptr.h"
|
|
#include "ns3/internet-node.h"
|
|
#include "ns3/csma-channel.h"
|
|
#include "ns3/mac48-address.h"
|
|
#include "ns3/csma-net-device.h"
|
|
#include "ns3/csma-topology.h"
|
|
#include "ns3/csma-topology.h"
|
|
#include "ns3/csma-ipv4-topology.h"
|
|
#include "ns3/udp-echo-client.h"
|
|
#include "ns3/udp-echo-server.h"
|
|
#include "ns3/simulator.h"
|
|
#include "ns3/nstime.h"
|
|
|
|
NS_LOG_COMPONENT_DEFINE ("UdpEchoSimulation");
|
|
|
|
using namespace ns3;
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
LogComponentEnable ("UdpEchoSimulation", LOG_LEVEL_INFO);
|
|
|
|
NS_LOG_INFO ("UDP Echo Simulation");
|
|
|
|
Ptr<Node> n0 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n1 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n2 = CreateObject<InternetNode> ();
|
|
Ptr<Node> n3 = CreateObject<InternetNode> ();
|
|
|
|
Ptr<CsmaChannel> lan =
|
|
CsmaTopology::CreateCsmaChannel (DataRate (5000000), MilliSeconds (2));
|
|
|
|
uint32_t nd0 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n0, lan,
|
|
Mac48Address("08:00:2e:00:00:00"));
|
|
|
|
uint32_t nd1 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n1, lan,
|
|
Mac48Address("08:00:2e:00:00:01"));
|
|
|
|
uint32_t nd2 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n2, lan,
|
|
Mac48Address("08:00:2e:00:00:02"));
|
|
|
|
uint32_t nd3 = CsmaIpv4Topology::AddIpv4CsmaNetDevice (n3, lan,
|
|
Mac48Address("08:00:2e:00:00:03"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n0, nd0, Ipv4Address ("10.1.1.1"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n1, nd1, Ipv4Address ("10.1.1.2"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n2, nd2, Ipv4Address ("10.1.1.3"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
CsmaIpv4Topology::AddIpv4Address (n3, nd3, Ipv4Address ("10.1.1.4"),
|
|
Ipv4Mask ("255.255.255.0"));
|
|
|
|
uint32_t packetSize = 1024;
|
|
uint16_t port = 7;
|
|
uint32_t maxPacketCount = 1;
|
|
Time interPacketInterval = Seconds (1.);
|
|
|
|
Ptr<UdpEchoClient> client = CreateObject<UdpEchoClient> (n0, "10.1.1.2",
|
|
port, maxPacketCount, interPacketInterval, packetSize);
|
|
|
|
Ptr<UdpEchoServer> server = CreateObject<UdpEchoServer> (n1, port);
|
|
|
|
server->Start(Seconds(1.));
|
|
client->Start(Seconds(2.));
|
|
|
|
server->Stop (Seconds(10.));
|
|
client->Stop (Seconds(10.));
|
|
|
|
Simulator::Run ();
|
|
Simulator::Destroy ();
|
|
}
|
|
@end verbatim
|
|
|
|
@cindex tutorial-csma-echo.cc
|
|
Just to make sure you don't get caught up in debugging typographical errors
|
|
we have provided this source code for you (along with a copyright header) in
|
|
the @code{tutorial} subdirectory of the ns-3 distribution as
|
|
@code{tutorial-csma-echo.cc}. We used this opportunity to do some ``clean up''
|
|
of some of our example cases by passing parameters using implicit conversion
|
|
sequences and removing some of the named parameters. [These were used for
|
|
pedagogic purposes and were not actually necessary.]
|
|
|
|
@section Building the Script
|
|
@cindex Waf
|
|
C++ is a compiled language, so you know it had to happen. We have to build
|
|
the script before we run it. As mentioned before, we use the Waf build system
|
|
which is Python-based. We have to change gears slightly and switch ourselves
|
|
to Python mode in order to proceed.
|
|
|
|
In each subdirectory of the ns-3 distribution in which there are
|
|
source files, you will find two files: one will be named @code{waf} and one
|
|
will be named @code{wscript}. The former, @code{waf}, is a link that allows
|
|
one to start the build process from any subdirectory. We can ignore that one.
|
|
The file we need to deal with is @code{wscript}.
|
|
|
|
@cindex wscript
|
|
Open the file @code{ns-3-dev/tutorial/wscript} in your favorite editor
|
|
[remember I'm assuming that you have the distribution saved in a
|
|
repository under a directory called @code{repos} in you home directory.]
|
|
|
|
@cindex Python
|
|
You should see the following Python code (after an emacs mode line).
|
|
|
|
@verbatim
|
|
def build(bld):
|
|
obj = bld.create_ns3_program('hello-simulator')
|
|
obj.source = 'hello-simulator.cc'
|
|
@end verbatim
|
|
|
|
These are the only instructions required to build a simulation (I told you
|
|
it wasn't going to be too bad). The line with the method
|
|
@code{bld.create_ns3_program} tells the build system to create an object
|
|
file that is a program (executable) named @code{hello-simulator}. The
|
|
following line, with the method @code{obj.source} tells the build system that
|
|
the source file for the program is the file @code{hello-simulator.cc'} in the
|
|
local directory. The required libraries are linked for you for free.
|
|
|
|
All that needed to be done in order to build the new simulation using the new
|
|
source file was to copy the two lines describing the @code{hello-simulator}
|
|
program and change the names to @code{tutorial-csma-echo}. You can see these
|
|
lines in the @code{wscript} file,
|
|
|
|
@verbatim
|
|
def build(bld):
|
|
obj = bld.create_ns3_program('hello-simulator')
|
|
obj.source = 'hello-simulator.cc'
|
|
|
|
obj = bld.create_ns3_program('tutorial-csma-echo')
|
|
obj.source = 'tutorial-csma-echo.cc'
|
|
|
|
...
|
|
@end verbatim
|
|
|
|
When you built the system above, you actually already built this new
|
|
simulation and a number of other examples. Since you have already configured
|
|
@code{Waf} and built the @code{tutorial-csma-echo} script, you can run the
|
|
simulation in the same way as you ran the @code{hello-simulator} script using
|
|
the @code{waf --run} command:
|
|
|
|
@verbatim
|
|
~/repos/ns-3-dev/tutorial > waf --run tutorial-csma-echo
|
|
Entering directory `~/repos/ns-3-dev/build'
|
|
Compilation finished successfully
|
|
UDP Echo Simulation
|
|
~/repos/ns-3-dev/tutorial >
|
|
@end verbatim
|