810 lines
38 KiB
Plaintext
810 lines
38 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 Conceptual Overview
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@c ========================================================================
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@node Conceptual Overview
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@chapter Conceptual Overview
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@menu
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* Key Abstractions::
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* A First ns-3 Script::
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@end menu
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The first thing we need to do before actually starting to look at or write
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@command{ns-3} code is to explain a few core concepts and abstractions in the
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system. Much of this may appear transparently obvious to some, but we
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recommend taking the time to read through this section just to ensure you
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are starting on a firm foundation.
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@node Key Abstractions
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@section Key Abstractions
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In this section, we'll review some terms that are commonly used in
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networking, but have a specific meaning in @command{ns-3}.
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@subsection Node
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@cindex Node
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In Internet jargon, a computing device that connects to a network is called
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a @emph{host} or sometimes an @emph{end system}. Because @command{ns-3} is a
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@emph{network} simulator, not specifically an @emph{Internet} simulator, we
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intentionally do not use the term host since it is closely associated with
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the Internet and its protocols. Instead, we use a more generic term also
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used by other simulators that originates in Graph Theory --- the @emph{node}.
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@cindex class Node
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In @command{ns-3} the basic computing device abstraction is called the
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node. This abstraction is represented in C++ by the class @code{Node}. The
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@code{Node} class provides methods for managing the representations of
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computing devices in simulations.
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You should think of a @code{Node} as a computer to which you will add
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functionality. One adds things like applications, protocol stacks and
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peripheral cards with their associated drivers to enable the computer to do
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useful work. We use the same basic model in @command{ns-3}.
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@subsection Application
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@cindex Application
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Typically, computer software is divided into two broad classes. @emph{System
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Software} organizes various computer resources such as memory, processor
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cycles, disk, network, etc., according to some computing model. System
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software usually does not use those resources to complete tasks that directly
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benefit a user. A user would typically run an @emph{application} that acquires
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and uses the resources controlled by the system software to accomplish some
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goal.
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@cindex system call
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Often, the line of separation between system and application software is made
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at the privilege level change that happens in operating system traps.
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In @command{ns-3} there is no real concept of operating system and especially
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no concept of privilege levels or system calls. We do, however, have the
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idea of an application. Just as software applications run on computers to
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perform tasks in the ``real world,'' @command{ns-3} applications run on
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@command{ns-3} @code{Nodes} to drive simulations in the simulated world.
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@cindex class Application
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In @command{ns-3} the basic abstraction for a user program that generates some
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activity to be simulated is the application. This abstraction is represented
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in C++ by the class @code{Application}. The @code{Application} class provides
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methods for managing the representations of our version of user-level
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applications in simulations. Developers are expected to specialize the
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@code{Application} class in the object-oriented programming sense to create new
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applications. In this tutorial, we will use specializations of class
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@code{Application} called @code{UdpEchoClientApplication} and
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@code{UdpEchoServerApplication}. As you might expect, these applications
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compose a client/server application set used to generate and echo simulated
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network packets
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@subsection Channel
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@cindex Channel
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In the real world, one can connect a computer to a network. Often the media
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over which data flows in these netowrks are called @emph{channels}. When
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you connect your Ethernet cable to the plug in the wall, you are connecting
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your computer to an Ethernet communication channel. In the simulated world
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of @command{ns-3}, one connects a @code{Node} to an object representing a
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communication channel. Here the basic communication subnetwork abstraction
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is called the channel and is represented in C++ by the class @code{Channel}.
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The @code{Channel} class provides methods for managing communication
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subnetwork objects and connecting nodes to them. @code{Channels} may also be
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specialized by developers in the object oriented programming sense. A
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@code{Channel} specialization may model something as simple as a wire. The
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specialized @code{Channel} can also model things as complicated as a large
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Ethernet switch, or three-dimensional space full of obstructions in the case
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of wireless networks.
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We will use specialized versions of the @code{Channel} called
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@code{CsmaChannel}, @code{PointToPointChannel} and @code{WifiChannel} in this
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tutorial. The @code{CsmaChannel}, for example, models a version of a
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communication subnetwork that implements a @emph{carrier sense multiple
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access} communication medium. This gives us Ethernet-like functionality.
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@subsection Net Device
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@cindex NetDevice
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@cindex Ethernet
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It used to be the case that if you wanted to connect a computers to a network,
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you had to buy a specific kind of network cable and a hardware device called
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(in PC terminology) a @emph{peripheral card} that needed to be installed in
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your computer. If the peripheral card implemented some networking function,
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theys were called Network Interface Cards, or @emph{NICs}. Today most
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computers come with the network interface hardware built in and users don't
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see these building blocks.
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A NIC will not work without a software driver to control the hardware. In
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Unix (or Linux), a piece of peripheral hardware is classified as a
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@emph{device}. Devices are controlled using @emph{device drivers}, and network
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devices (NICs) are controlled using @emph{network device drivers}
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collectively known as @emph{net devices}. In Unix and Linux you refer
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to these net devices by names such as @emph{eth0}.
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In @command{ns-3} the @emph{net device} abstraction covers both the software
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driver and the simulated hardware. A net device is ``installed'' in a
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@code{Node} in order to enable the @code{Node} to communicate with other
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@code{Nodes} in the simulation via @code{Channels}. Just as in a real
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computer, a @code{Node} may be connected to more than one @code{Channel} via
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multiple @code{NetDevices}.
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The net device abstraction is represented in C++ by the class @code{NetDevice}.
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The @code{NetDevice} class provides methods for managing connections to
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@code{Node} and @code{Channel} objects; and may be specialized by developers
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in the object-oriented programming sense. We will use the several specialized
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versions of the @code{NetDevice} called @code{CsmaNetDevice},
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@code{PointToPointNetDevice}, and @code{WifiNetDevice} in this tutorial.
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Just as an Ethernet NIC is designed to work with an Ethernet network, the
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@code{CsmaNetDevice} is designed to work with a @code{CsmaChannel}; the
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@code{PointToPointNetDevice} is designed to work with a
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@code{PointToPointChannel} and a @code{WifiNetNevice} is designed to work with
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a @code{WifiChannel}.
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@subsection Topology Helpers
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@cindex helper
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@cindex topology
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@cindex topology helper
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In a real network, you will find host computers with added (or built-in)
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NICs. In @command{ns-3} we would say that you will find @code{Nodes} with
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attached @code{NetDevices}. In a large simulated network you will need to
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arrange many connections between @code{Nodes}, @code{NetDevices} and
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@code{Channels}.
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Since connecting @code{NetDevices} to @code{Nodes}, @code{NetDevices}
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to @code{Channels}, assigning IP addresses, etc., are such common tasks
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in @command{ns-3}, we provide what we call @emph{topology helpers} to make
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this as easy as possible. For example, it may take many distinct
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@command{ns-3} core operations to create a NetDevice, add a MAC address,
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install that net device on a @code{Node}, configure the node's protocol stack,
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and then connect the @code{NetDevice} to a @code{Channel}. Even more
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operations would be required to connect multiple devices onto multipoint
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channels and then to connect individual networks together into internetworks.
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We provide topology helper objects that combine those many distinct operations
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into an easy to use model for your convenience.
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@c ========================================================================
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@c A First ns-3 script
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@c ========================================================================
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@node A First ns-3 Script
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@section A First ns-3 Script
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@cindex first script
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If you downloaded the system as was suggested above, you will have a release
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of @command{ns-3} in a directory called @code{repos} under your home
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directory. Change into that release directory, and you should find a
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directory structure something like the following:
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@verbatim
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AUTHORS examples/ README samples/ utils/ waf.bat*
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build/ LICENSE regression/ scratch/ VERSION wscript
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doc/ ns3/ RELEASE_NOTES src/ waf*
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@end verbatim
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@cindex first.cc
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Change into the examples directory. You should see a file named
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@code{first.cc} located there. This is a script that will create a simple
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point-to-point link between two nodes and echo a single packet between the
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nodes. Let's take a look at that script line by line, so go ahead and open
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@code{first.cc} in your favorite editor.
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@subsection Boilerplate
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The first line in the file is an emacs mode line. This tells emacs about the
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formatting conventions (coding style) we use in our source code.
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@verbatim
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/* -*- Mode:C++; c-file-style:''gnu''; indent-tabs-mode:nil; -*- */
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@end verbatim
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This is always a somewhat controversial subject, so we might as well get it
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out of the way immediately. The @code{ns-3} project, like most large
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projects, has adopted a coding style to which all contributed code must
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adhere. If you want to contribute your code to the project, you will
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eventually have to conform to the @command{ns-3} coding standard as described
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in the file @code{doc/codingstd.txt} or shown on the project web page
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@uref{http://www.nsnam.org/codingstyle.html,,here}.
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We recommend that you, well, just get used to the look and feel of @code{ns-3}
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code and adopt this standard whenever you are working with our code. All of
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the development team and contributors have done so with various amounts of
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grumbling. The emacs mode line above makes it easier to get the formatting
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correct if you use the emacs editor.
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The @command{ns-3} simulator is licensed using the GNU General Public
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License. You will see the appropriate GNU legalese at the head of every file
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in the @command{ns-3} distribution. Often you will see a copyright notice for
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one of the institutions involved in the @code{ns-3} project above the GPL
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text and an author listed below.
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@verbatim
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation;
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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@end verbatim
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@subsection Module Includes
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The code proper starts with a number of include statements.
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@verbatim
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#include "ns3/core-module.h"
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#include "ns3/simulator-module.h"
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#include "ns3/node-module.h"
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#include "ns3/helper-module.h"
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@end verbatim
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To help our high-level script users deal with the large number of include
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files present in the system, we group includes according to relatively large
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modules. We provide a single include file that will recursively load all of
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the include files used in each module. Rather than having to look up exactly
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what header you need, and possibly have to get a number of dependencies right,
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we give you the ability to load a group of files at a large granularity. This
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is not the most efficient approach but it certainly makes writing scripts much
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easier.
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Each of the @command{ns-3} include files is placed in a directory called
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@code{ns3} (under the build directory) during the build process to help avoid
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include file name collisions. The @code{ns3/core-module.h} file corresponds
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to the ns-3 module you will find in the directory @code{src/core} in your
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downloaded release distribution. If you list this directory you will find a
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large number of header files. When you do a build, Waf will place public
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header files in an @code{ns3} directory under the appropriate
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@code{build/debug} or @code{build/optimized} directory depending on your
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configuration. Waf will also automatically generate a module include file to
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load all of the public header files.
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Since you are, of course, following this tutorial religiously, you will
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already have done a
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@verbatim
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./waf -d debug configure
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@end verbatim
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in order to configure the project to perform debug builds. You will also have
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done a
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@verbatim
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./waf
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@end verbatim
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to build the project. So now if you look in the directory
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@code{build/debug/ns-3} you will find the four module include files shown
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above. You can take a look at the contents of these files and find that they
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do include all of the public include files in their respective modules.
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@subsection Ns3 Namespace
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The next line in the @code{first.cc} script is a namespace declaration.
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@verbatim
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using namespace ns3;
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@end verbatim
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The @command{ns-3} project is implemented in a C++ namespace called
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@code{ns3}. This groups all @command{ns-3}-related declarations in a scope
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outside the global namespace, which we hope will help with integration with
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other code. The C++ @code{using} statement introduces the @code{ns-3}
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namespace into the current (global) declarative region. This is a fancy way
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of saying that after this declaration, you will not have to type @code{ns3::}
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scope resolution operator before all of the @code{ns-3} code in order to use
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it. If you are unfamiliar with namespaces, please consult almost any C++
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tutorial and compare the @code{ns3} namespace and usage here with instances of
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the @code{std} namespace and the @code{using namespace std;} statements you
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will often find in discussions of @code{cout} and streams.
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@subsection Logging
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The next line of the script is the following,
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@verbatim
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NS_LOG_COMPONENT_DEFINE ("FirstScriptExample");
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@end verbatim
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We will use this statement as a convenient place to talk about our Doxygen
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documentation system. If you look at the project web site,
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@uref{http://www.nsnam.org,,ns-3 project}, you will find a link to ``APIs
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(Doxygen)'' in the navigation bar. If you select this link, you will be
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taken to our documentation page.
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Along the left side, you will find a graphical representation of the structure
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of the documentation. A good place to start is the @code{NS-3 Modules}
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``book.'' If you expand @code{Modules} you will see a list of @command{ns-3}
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module documentation. The concept of module here ties directly into the
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module include files discussed above. It turns out that the @command{ns-3}
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logging subsystem is part of the @code{core} module, so go ahead and expand
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that documentation node. Now, expand the @code{Debugging} book and then
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select the @code{Logging} page.
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You should now be looking at the Doxygen documentation for the Logging module.
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In the list of @code{#define}s at the top of the page you will see the entry
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for @code{NS_LOG_COMPONENT_DEFINE}. Before jumping in, it would probably be
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good to look for the ``Detailed Description'' of the logging module to get a
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feel for the overall operation. You can either scroll down or select the
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``More...'' link under the collaboration diagram to do this.
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Once you have a general idea of what is going on, go ahead and take a look at
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the specific @code{NS_LOG_COMPONENT_DEFINE} documentation. I won't duplicate
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the documentation here, but to summarize, this line declares a logging
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component called @code{FirstScriptExample} that allows you to enable and
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disable console message logging by reference to the name.
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@subsection Main Function
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The next lines of the script you will find are,
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@verbatim
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int
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main (int argc, char *argv[])
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{
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@end verbatim
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This is just the declaration of the main function of your program (script).
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Just as in any C++ program, you need to define a main function that will be
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the first function run. There is nothing at all special here. Your
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@command{ns-3} script is just a C++ program.
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The next two lines of the script are used to enable two logging components that
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are built into the Echo Client and Echo Server applications:
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@verbatim
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LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);
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LogComponentEnable("UdpEchoServerApplication", LOG_LEVEL_INFO);
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@end verbatim
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If you have read over the Logging component documentation you will have seen
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that there are a number of levels of logging verbosity/detail that you can
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enable on each component. These two lines of code enable debug logging at the
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INFO level for echo clients and servers. This will result in the application
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printing out messages as packets are sent and received during the simulation.
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Now we will get directly to the business of creating a topology and running
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a simulation. We use the topology helper objects to make this job as
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easy as possible.
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@subsection Topology Helpers
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@subsubsection NodeContainer
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The next two lines of code in our script will actually create the
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@command{ns-3} @code{Node} objects that will represent the computers in the
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simulation.
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@verbatim
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NodeContainer nodes;
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nodes.Create (2);
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@end verbatim
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Let's find the documentation for the @code{NodeContainer} class before we
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continue. Another way to get into the documentation for a given class is via
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the @code{Classes} tab in the Doxygen pages. If you still have the Doxygen
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handy, just scroll up to the top of the page and select the @code{Classes}
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tab. You should see a new set of tabs appear, one of which is
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@code{Class List}. Under that tab you will see a list of all of the
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@command{ns-3} classes. Scroll down, looking for @code{ns3::NodeContainer}.
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When you find the class, go ahead and select it to go to the documentation for
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the class.
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You may recall that one of our key abstractions is the @code{Node}. This
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represents a computer to which we are going to add things like protocol stacks,
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applications and peripheral cards. The @code{NodeContainer} topology helper
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provides a convenient way to create, manage and access any @code{Node} objects
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that we create in order to run a simulation. The first line above just
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declares a NodeContainer which we call @code{nodes}. The second line calls the
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@code{Create} method on the @code{nodes} object and asks the container to
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create two nodes. As described in the Doxygen, the container calls down into
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the @command{ns-3} system proper to create two @code{Node} objects and stores
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pointers to those objects internally.
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The nodes as they stand in the script do nothing. The next step in
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constructing a topology is to connect our nodes together into a network.
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The simplest form of network we support is a single point-to-point link
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between two nodes. We'll construct one of those links here.
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@subsubsection PointToPointHelper
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We are constructing a point to point link, and, in a pattern which will become
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quite familiar to you, we use a topology helper object to do the low-level
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work required to put the link together. Recall that two of our key
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abstractions are the @code{NetDevice} and the @code{Channel}. In the real
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world, these terms correspond roughly to peripheral cards and network cables.
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Typically these two things are intimately tied together and one cannot expect
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to interchange, for example, Ethernet devices and wireless channels. Our
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Topology Helpers follow this intimate coupling and therefore you will use a
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single @code{PointToPointHelper} to configure and connect @command{ns-3}
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@code{PointToPointNetDevice} and @code{PointToPointChannel} objects in this
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script.
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The next three lines in the script are,
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@verbatim
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PointToPointHelper pointToPoint;
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pointToPoint.SetDeviceParameter ("DataRate", StringValue ("5Mbps"));
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pointToPoint.SetChannelParameter ("Delay", StringValue ("2ms"));
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@end verbatim
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The first line
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@verbatim
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PointToPointHelper pointToPoint;
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@end verbatim
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instantiates a @code{PointToPointHelper} object on the stack. From a
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high-level perspective the next line,
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@verbatim
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pointToPoint.SetDeviceParameter ("DataRate", StringValue ("5Mbps"));
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@end verbatim
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tells the @code{PointToPointHelper} object to use the value ``5mbps''
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(five megabits per second) as the ``DataRate'' when it creates a
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@code{PointToPointNetDevice} object.
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From a more detailed perspective, the string ``DataRate'' corresponds
|
|
to what we call an @code{Attribute} of the @code{PointToPointNetDevice}.
|
|
If you look at the Doxygen for class @code{ns3::PointToPointNetDevice} and
|
|
find the documentation for the @code{GetTypeId} method, you will find a list
|
|
of @code{Attributes} defined for the device. Among these is the ``DataRate''
|
|
attribute. Most user-visible @command{ns-3} objects have similar lists of
|
|
attributes. We use this mechanism to easily configure simulations without
|
|
recompiling as you will see in a following section.
|
|
|
|
Similar to the ``DataRate'' on the @code{PointToPointNetDevice} you will find a
|
|
``Delay'' attribute associated with the @code{PointToPointChannel}. The
|
|
final line,
|
|
|
|
@verbatim
|
|
pointToPoint.SetChannelParameter ("Delay", StringValue ("2ms"));
|
|
@end verbatim
|
|
|
|
tells the @code{PointToPointHelper} to use the value ``2ms'' (two milliseconds)
|
|
as the value of the transmission delay of every point to point channel it
|
|
subsequently creates.
|
|
|
|
@subsubsection NetDeviceContainer
|
|
At this point in the script, we have a @code{NodeContainer} that contains
|
|
two nodes. We have a @code{PointToPointHelper} that is primed and ready to
|
|
make @code{PointToPointNetDevices} and wire @code{PointToPointChannel} objects
|
|
between them. Just as we used the @code{NodeContainer} topology helper object
|
|
to create the @code{Nodes} for our simulation, we will ask the
|
|
@code{PointToPointHelper} to do the work involved in creating, configuring and
|
|
installing our devices for us. We will need to have a list of all of the
|
|
NetDevice objects that are created, so we use a NetDeviceContainer to hold
|
|
them just as we used a NodeContainer to hold the nodes we created. The
|
|
following two lines of code,
|
|
|
|
@verbatim
|
|
NetDeviceContainer devices;
|
|
devices = pointToPoint.Install (nodes);
|
|
@end verbatim
|
|
|
|
will finish configuring the devices and channel. The first line declares the
|
|
device container mentioned above and the second does the heavy lifting. The
|
|
@code{Install} method of the @code{PointToPointHelper} takes a
|
|
@code{NodeContainer} as a parameter. Internally, a @code{NetDeviceContainer}
|
|
is created. For each node in the @code{NodeContainer} (there must be exactly
|
|
two for a point-to-point link) a @code{PointToPointNetDevice} is created and
|
|
saved in the device container. A @code{PointToPointChannel} is created and
|
|
the two @code{PointToPointNetDevices} are attached. When objects are created
|
|
by the @code{PointToPointHelper}, the attributes previously set in the helper
|
|
are used to initialize the corresponding attributes in the created objects.
|
|
|
|
After executing the the @code{pointToPoint.Install (nodes)} call we will have
|
|
two nodes, each with an installed point-to-point net device and a
|
|
point-to-point channel between them. Both devices will be configured to
|
|
transmit data at five megabits per second over the channel which has a two
|
|
millisecond transmission delay.
|
|
|
|
@subsubsection InternetStackHelper
|
|
We now have nodes and devices configured, but we don't have any protocol stacks
|
|
installed on our nodes. The next two lines of code will take care of that.
|
|
|
|
@verbatim
|
|
InternetStackHelper stack;
|
|
stack.Install (nodes);
|
|
@end verbatim
|
|
|
|
The @code{InternetStackHelper} is a topology helper that is to internet stacks
|
|
what the @code{PointToPointHelper} is to point-to-point net devices. The
|
|
@code{Install} method takes a @code{NodeContainer} as a parameter. When it is
|
|
executed, it will install an Internet Stack (TCP, UDP, IP, etc.) on each of
|
|
the nodes in the node container.
|
|
|
|
@subsubsection Ipv4AddressHelper
|
|
Next we need to associate the devices on our nodes with IP addresses. We
|
|
provide a topology helper to manage the allocation of IP addresses. The only
|
|
user-visible API is to set the base IP address and network mask to use when
|
|
performing the actual address allocation (which is done at a lower level
|
|
inside the helper).
|
|
|
|
The next two lines of code in our example script, @code{first.cc},
|
|
|
|
@verbatim
|
|
Ipv4AddressHelper address;
|
|
address.SetBase ("10.1.1.0", "255.255.255.0");
|
|
@end verbatim
|
|
|
|
declare an address helper object and tell it that it should begin allocating IP
|
|
addresses from the network 10.1.1.0 using the mask 255.255.255.0 to define
|
|
the allocatable bits. By default the addresses allocated will start at one
|
|
and increase monotonically, so the first address allocated from this base will
|
|
be 10.1.1.1, followed by 10.1.1.2, etc. The low level @command{ns-3} system
|
|
actually remembers all of the IP addresses allocated and will generate a
|
|
fatal error if you accidentally cause the same address to be generated twice
|
|
(which is a very hard to debug error, by the way).
|
|
|
|
The next line of code,
|
|
|
|
@verbatim
|
|
Ipv4InterfaceContainer interfaces = address.Assign (devices);
|
|
@end verbatim
|
|
|
|
performs the actual address assignment. In @command{ns-3} we make the
|
|
association between an IP address and a device using an @code{Ipv4Interface}
|
|
object. Just as we sometimes need a list of net devices created by a helper
|
|
for future reference we sometimes need a list of @code{Ipv4Interface} objects.
|
|
The @code{Ipv4InterfaceContainer} provides this functionality.
|
|
|
|
Now we have a point-to-point network built, with stacks installed and IP
|
|
addresses assigned. What we need at this point are applications to generate
|
|
traffic.
|
|
|
|
@subsection Applications
|
|
Another one of the core abstractions of the ns-3 system is the
|
|
@code{Application}. In this script we use two specializations of the core
|
|
@command{ns-3} class @code{Application} called @code{UdpEchoServerApplication}
|
|
and @code{UdpEchoClientApplication}. Just as we have in our previous
|
|
explanations, we use helper objects to help configure and manage the
|
|
underlying objects. Here, we use @code{UdpEchoServerHelper} and
|
|
@code{UdpEchoClientHelper} objects to make our lives easier.
|
|
|
|
@subsubsection UdpEchoServerHelper
|
|
The following lines of code in our example script, @code{first.cc}, are used
|
|
to set up a UDP echo server application on one of the nodes we have previously
|
|
created.
|
|
|
|
@verbatim
|
|
UdpEchoServerHelper echoServer;
|
|
echoServer.SetPort (9);
|
|
|
|
ApplicationContainer serverApps = echoServer.Install (nodes.Get (1));
|
|
serverApps.Start (Seconds (1.0));
|
|
serverApps.Stop (Seconds (10.0));
|
|
@end verbatim
|
|
|
|
The first line of code in the above snippet declares the
|
|
@code{UdpEchoServerHelper}. As usual, this isn't the application itself, it
|
|
is an object used to help us create the actual applications. The second line
|
|
that has the @code{SetPort} call, is used to tell the helper to assign the
|
|
value nine to the ``Port'' attribute when creating
|
|
@code{UdpEchoServerApplication} objects.
|
|
|
|
Similar to many other helper objects, the @code{UdpEchoServerHelper} object
|
|
has an @code{Install} method. It is the execution of this method that actually
|
|
causes the underlying echo server application to be instantiated and attached
|
|
to a node. Interestingly, the @code{Install} method takes a
|
|
@code{NodeContainter} as a parameter just as the other @code{Install} methods
|
|
we have seen. This is actually what is passed to the method even though it
|
|
doesn't look so in this case. There is a C++ @emph{implicit conversion} at
|
|
work here.
|
|
|
|
We now see that @code{echoServer.Install} is going to install a
|
|
@code{UdpEchoServerApplication} on the node found at index number one of the
|
|
@code{NodeContainer} we used to manage our nodes. @code{Install} will return
|
|
a container that holds pointers to all of the applications (one in this case
|
|
since we passed a @code{NodeContainer} containing one node) created by the
|
|
helper.
|
|
|
|
Applications require a time to ``start'' generating traffic and may take an
|
|
optional time to ``stop.'' We provide both. These times are set using the
|
|
@code{ApplicationContainer} methods @code{Start} and @code{Stop}. These
|
|
methods take @code{Time} parameters. In this case, we use an explicit C++
|
|
conversion sequence to take the C++ double 1.0 and convert it to an
|
|
@command{ns-3} @code{Time} object using a @code{Seconds} cast. The two lines,
|
|
|
|
@verbatim
|
|
serverApps.Start (Seconds (1.0));
|
|
serverApps.Stop (Seconds (10.0));
|
|
@end verbatim
|
|
|
|
will cause the echo server application to @code{Start} (enable itself) at one
|
|
second into the simulation and to @code{Stop} (disable itself) at ten seconds
|
|
into the simulation. By virtue of the fact that we have implicilty declared
|
|
a simulation event (the application stop event) to be executed at ten seconds,
|
|
the simulation will last at least ten seconds.
|
|
|
|
@subsubsection UdpEchoClientHelper
|
|
|
|
The echo client application is set up in a method substantially similar to
|
|
that for the server. There is an underlying @code{UdpEchoClientApplication}
|
|
that is managed by an @code{UdpEchoClientHelper}.
|
|
|
|
@verbatim
|
|
UdpEchoClientHelper echoClient;
|
|
echoClient.SetRemote (interfaces.GetAddress (1), 9);
|
|
echoClient.SetAppAttribute ("MaxPackets", UintegerValue (1));
|
|
echoClient.SetAppAttribute ("Interval", TimeValue (Seconds (1.)));
|
|
echoClient.SetAppAttribute ("PacketSize", UintegerValue (1024));
|
|
|
|
ApplicationContainer clientApps = echoClient.Install (nodes.Get (0));
|
|
clientApps.Start (Seconds (2.0));
|
|
clientApps.Stop (Seconds (10.0));
|
|
@end verbatim
|
|
|
|
For the echo client, however, we need to set four different attributes. The
|
|
first attribute is set using the @code{SetRemote} method. Recall that
|
|
we used an @code{Ipv4InterfaceContainer} to keep track of the IP addresses we
|
|
assigned to our devices. The zeroth interface in the @code{interfaces}
|
|
container is going to coorespond to the IP address of the zeroth node in the
|
|
@code{nodes} container. The first interface in the @code{interfaces}
|
|
container cooresponds to the IP address of the first node in the @code{nodes}
|
|
container. So, in the following line of code (reproduced from above), we are
|
|
setting the remote address of the client to be the IP address assigned to the
|
|
node on which the server resides. We also tell it to send packets to port
|
|
nine while we are at ti.
|
|
|
|
@verbatim
|
|
echoClient.SetRemote (interfaces.GetAddress (1), 9);
|
|
@end verbatim
|
|
|
|
The ``MaxPackets'' attribute tells the client the maximum number of packets
|
|
we allow it to send during the simulation. The ``Interval'' attribute tells
|
|
the client how long to wait between packets, and the ``PacketSize'' attribute
|
|
tells the client how large its packet payloads should be. With this
|
|
particular combination of attributes, we are telling the client to send one
|
|
1024-byte packet.
|
|
|
|
Just as in the case of the echo server, we tell the echo client to @code{Start}
|
|
and @code{Stop}, but here we start the client one second after the server is
|
|
enabled (at two seconds into the simulation).
|
|
|
|
@subsection Simulator
|
|
What we need to do at this point is to actually run the simulation. This is
|
|
done using the global function @code{Simulator::Run}.
|
|
|
|
@verbatim
|
|
Simulator::Run ();
|
|
@end verbatim
|
|
|
|
When we previously called the methods,
|
|
|
|
@verbatim
|
|
serverApps.Start (Seconds (1.0));
|
|
serverApps.Stop (Seconds (10.0));
|
|
...
|
|
clientApps.Start (Seconds (2.0));
|
|
clientApps.Stop (Seconds (10.0));
|
|
@end verbatim
|
|
|
|
we actually scheduled events in the simulator at 1.0 seconds, 2.0 seconds and
|
|
10.0 seconds. When @code{Simulator::Run} is called, the ssytem will begin
|
|
looking through the list of scheduled events and executing them. First it
|
|
will run the event at 1.0 seconds, which will enable the echo server
|
|
application. Then it will run the event scheduled for t=2.0 seconds which
|
|
will start the echo client application. The start event implementation in
|
|
the echo client application will begin the data transfer phase of the
|
|
simulation by sending a packet to the server.
|
|
|
|
The act of sending the packet to the server will trigger a chain of events
|
|
that will be automatically scheduled behind the scene and which will perform
|
|
the mechanics of the packet echo according to the various timing parameters
|
|
that we have set in the script.
|
|
|
|
Eventually, since we only send one packet, the chain of events triggered by
|
|
that single client echo request will taper off and the simulation will go
|
|
idle. Once this happens, the remaining events will be the @code{Stop} events
|
|
for the server and the client. When these events are executed, there are
|
|
no further events to process and @code{Simulator::Run} returns. The simulation
|
|
is complete.
|
|
|
|
All that remains is to clean up. This is done by calling the global function
|
|
@code{Simulator::Destroy}. As the helper functions (or low level
|
|
@command{ns-3} code) executed, they arranged it so that hooks were inserted in
|
|
the simulator to destroy all of the objects that were created. You did not
|
|
have to keep track of any of these objects yourself --- all you had to do
|
|
was to call @code{Simulator::Destroy} and exit. The @command{ns-3} system
|
|
took care of the hard part for you. The remaining lines of our first
|
|
@command{ns-3} script, @code{first.cc}, do just that:
|
|
|
|
@verbatim
|
|
Simulator::Destroy ();
|
|
return 0;
|
|
}
|
|
@end verbatim
|
|
|
|
@subsection Building Your Script
|
|
We have made it trivial to build your simple scripts. All you have to do is
|
|
to drop your script into the scratch directory and it will automatically be
|
|
built if you run Waf. Let's try it. Copy @code{examples/first.cc} into
|
|
the @code{scratch} directory.
|
|
|
|
@verbatim
|
|
~/repos/ns-3-dev > cp examples/first.cc scratch/
|
|
@end verbatim
|
|
|
|
and then build it using waf,
|
|
|
|
@verbatim
|
|
~/repos/ns-3-dev > ./waf
|
|
Entering directory `/home/craigdo/repos/ns-3-dev/build'
|
|
[432/477] cxx: scratch/first.cc -> build/debug/scratch/first_2.o
|
|
[475/477] cxx_link: build/debug/scratch/first_2.o ...
|
|
Compilation finished successfully
|
|
~/repos/ns-3-dev >
|
|
@end verbatim
|
|
|
|
You can now run the example (note that if you build your program in the scratch
|
|
directory you must run it out of the scratch direcory):
|
|
|
|
@verbatim
|
|
~/repos/ns-3-dev > ./waf --run scratch/first
|
|
Entering directory `/home/craigdo/repos/ns-3-dev/build'
|
|
Compilation finished successfully
|
|
Sent 1024 bytes to 10.1.1.2
|
|
Received 1024 bytes from 10.1.1.1
|
|
Received 1024 bytes from 10.1.1.2
|
|
~/repos/ns-3-dev >
|
|
@end verbatim
|
|
|
|
Here you see that the build system checks to make sure that the file has been
|
|
build and then runs it. You see the logging component on the echo client
|
|
indicate that it has sent one 1024 byte packet to the Echo Server on
|
|
10.1.1.2. You also see the logging component on the echo server say that
|
|
it has received the 1024 bytes from 10.1.1.1. The echo server silently
|
|
echoes the packet and you see the echo client log that it has received its
|
|
packet back from the server.
|
|
|
|
@c ========================================================================
|
|
@c Browsing ns-3
|
|
@c ========================================================================
|
|
|
|
@node Ns-3 Source Code
|
|
@section Ns-3 Source Code
|
|
|
|
Now that you have used some of the @command{ns-3} helpers you may want to
|
|
have a look at some of the source code that implements that functionality.
|
|
The most recent code can be browsed on our web server at the following link:
|
|
@uref{http://code.nsnam.org/?sort=lastchange}. If you click on the bold
|
|
repository names on the left of the page, you will see @emph{changelogs} for
|
|
these repositories, and links to the @emph{manifest}. From the manifest
|
|
links, one can browse the source tree.
|
|
|
|
The top-level directory for one of our @emph{repositories} will look
|
|
something like:
|
|
@verbatim
|
|
drwxr-xr-x [up]
|
|
drwxr-xr-x doc manifest
|
|
drwxr-xr-x examples manifest
|
|
drwxr-xr-x ns3 manifest
|
|
drwxr-xr-x regression manifest
|
|
drwxr-xr-x samples manifest
|
|
drwxr-xr-x scratch manifest
|
|
drwxr-xr-x src manifest
|
|
drwxr-xr-x tutorial manifest
|
|
drwxr-xr-x utils manifest
|
|
-rw-r--r-- 135 .hgignore file | revisions | annotate
|
|
-rw-r--r-- 891 .hgtags file | revisions | annotate
|
|
-rw-r--r-- 441 AUTHORS file | revisions | annotate
|
|
-rw-r--r-- 17987 LICENSE file | revisions | annotate
|
|
-rw-r--r-- 4948 README file | revisions | annotate
|
|
-rw-r--r-- 4917 RELEASE_NOTES file | revisions | annotate
|
|
-rw-r--r-- 7 VERSION file | revisions | annotate
|
|
-rwxr-xr-x 99143 waf file | revisions | annotate
|
|
-rwxr-xr-x 28 waf.bat file | revisions | annotate
|
|
-rw-r--r-- 30584 wscript file | revisions | annotate
|
|
@end verbatim
|
|
|
|
The source code is mainly in the @code{src} directory. You can view source
|
|
code by clicking on the @code{manifest} link to the right of the directory
|
|
name. If you click on the @code{manifest} link to the right of the src
|
|
directory you will find a subdirectory. If you click on the @code{manifest}
|
|
link next to the @code{core} subdirectory in under @code{src}, you will find
|
|
a list of files. The first file you will find is @code{assert.h}. If you
|
|
click on the @code{file} link, you will be sent to the source file for
|
|
@code{assert.h}.
|
|
|
|
Our example scripts are in the @code{examples} directory. The source code for
|
|
the helpers we have used in this chapter can be found in the
|
|
@code{src/helpers} directory.
|