810 lines
36 KiB
Plaintext
810 lines
36 KiB
Plaintext
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@c ========================================================================
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@c Begin document body here
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@c ========================================================================
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@c ========================================================================
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@c PART: Conceptual Overview
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@c ========================================================================
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@c The below chapters are under the major heading "Getting Started"
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@c This is similar to the Latex \part command
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@c ========================================================================
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@c Some Conceptual Overview
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@c ========================================================================
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@node Conceptual Overveiw
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@chapter Conceptual Overview
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@menu
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* Key Abstractions::
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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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ns-3 code is to explain a few core concepts, abstractions and idioms 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 chapter 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 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 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 Node!class
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In 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. Developers are expected to specialize the
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@code{Node} in the object-oriented programming sense to create new computing
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device models. In this tutorial, we will use a specialization of class
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@code{Node} called @code{InternetNode}. As you might expect, the
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@code{InternetNode} is a class that represents a host in the Internet sense,
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and automatically provides core IPv4 networking protocols.
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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 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 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,'' ns-3 applications run on
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ns-3 @code{Node}s to drive simulations in the simulated world.
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@cindex Application!class
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In 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} 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{UdpEchoClient} and @code{UdpEchoServer}.
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As you might expect, these applications compose a client/server application set
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used to generate and echo simulated 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 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. They may also be specialized
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by developers in the object oriented programming sense. A @code{Channel}
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specialization may model something as simple as a wire. The specialized
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@code{Channel} can also model things as complicated as a large Ethernet
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switch, or three-dimensional space in the case of wireless networks.
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We will use specialized versions of the @code{Channel} called
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@code{CsmaChannel} and @code{PointToPointChannel} in this tutorial. The
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@code{CsmaChannel}, for example, models a version of a communication subnetwork
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that implements a @emph{carrier sense multiple access} communication medium.
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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. These cards were called Network Interface Cards, or
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@emph{NIC}s. Today most computers come with the network controller hardware
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built in and users don't 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 ns-3 the @emph{net device} abstraction covers both the software
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driver and the simulated hardware. A net device is ``attached'' to a
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@code{Node} in order to enable the @code{Node} to communicate with other
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@code{Node}s in the simulation via @code{Channel}s. 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{NetDevice}s.
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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 specialized version
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of the @code{NetDevice} called the @code{CsmaNetDevice} 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}.
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@subsection Topology Helpers
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@cindex helper
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@cindex topology
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@cindex helper|topology
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In a real network, you will find host computers with added (or built-in)
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NICs. In 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{Node}s, @code{NetDevice}s and
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@code{Channel}s.
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Since connecting @code{NetDevice}s to @code{Node}s, @code{NetDevice}s
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to @code{Channel}s, assigning IP addresses, etc., are such common tasks
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in ns-3 we provide what we call @emph{topology helpers} to make this as easy
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as possible. For example, will take several distinct ns-3 core operations
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to create a NetDevice, add a MAC address, connect the net device to a
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@code{Node}, configure the protocol stack, and then connect the
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@code{NetDevice} to a @code{Channel}. More higher level operations would be
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required to connect multiple devices onto multipoint channels and then to
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connect networks together into internetworks. We use topology helper objects
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to compose those distinct operations into an easy to use model.
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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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@chapter 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 ns-3 in a directory called @code{repos} under your home directory. Change
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into that release directory, and you should find a directory structure
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something like the following:
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@verbatim
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AUTHORS examples/ README samples/ tutorial/ waf*
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build/ LICENSE regression/ scratch/ utils/ waf.bat*
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doc/ ns3/ RELEASE_NOTES src/ VERSION wscript
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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 the script line by line.
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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 ns-3 project, like most large projects, has
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adopted a coding style to which all contributed code must adhere. If you want
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to contribute your code to the project, you will eventually have to conform to
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the ns-3 coding style as described in INSERT LINK TO CODING STYLE PAGE ON WEB.
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The emacs mode line above makes it easier to get the formatting correct if you
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use the emacs editor.
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The ns-3 simulator is licentsed using the GNU General Public License. You
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will see the appropriate GNU legalese at the head of every file in the ns-3
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distribution.
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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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@section Module Includes
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The code proper starts with a number of include statements. To help our high
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level users deal with the large number of include files present in the system,
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we group includes according to relatively large modules. We provide a single
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include file that, in turn, includes all of the include files used in each
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module. Rather than having to look up exactly what header you need, and
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possibly have to get dependencies right, we give you the ability to load a
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group of files at a large granularity. This is not the most efficient approach
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but it certainly makes writing scripts much easier. Each of the ns-3 files
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is placed in a directory called @code{ns3} to help with include file name
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collisions.
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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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The @code{ns3/core-module.h} file corresponds to the ns-3 module you will find
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in the directory @code{src/core} in your downloaded release distribution. If
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you list this directory you will find a large number of header files. When
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you do a build, Waf will place public header files in an @code{ns3} directory
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under the appropriate @code{build/debug} or @code{build/optimized} directory
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depending on your configuration. Waf will also automatically generate a module
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include file to load all of the public header files. Since you are following
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this tutorial perfectly, you will 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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to configure the project to perform debug builds. You will also have 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 if you look in the directory @code{build/debug/ns-3}
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you will find the four module includes shown above.
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@section Ns3 Namespace
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The next line in the @code{first.cc} script is a namespace statement:
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@verbatim
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using namespace ns3;
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@end verbatim
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The ns-3 project is implemented in a C++ namespace called @code{ns3}. This
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groups all ns-3-related declarations in a scope outside the global namespace
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which we hope will help with integration with other code. The C++ @code{using}
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statement introduces the ns-3 namespace into the current (global) declarative
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region. This is a fancy way of saying that after this declaration, you will
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not have to type @code{ns3::} before all of the ns-3 code in order to use it.
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If you are unfamiliar with namespaces, please consult almost any C++ tutorial
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and compare the ns3 namespace and usage here with the std namespace and
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a @code{using namespace std;} statement.
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@section 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 ``Other
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Documentation'' in the navigation bar. If you select this link, you will be
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taken to our documentation page. You will find links to our development
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@code{ns-3-dev} documentation as well as that for our latest release. If you
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select the @code{HTML} link you will be taken to the Doxygen documentation for
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that version.
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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 ns-3 module
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documentation. The concept of module here ties directly into the module
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include files discussed above. It turns out that the ns-3 logging subsystem
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is part of the @code{core} module, so go ahead and expand that node. Now,
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open the @code{Debugging} book and then 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 you will see @code{NS_LOG_COMPONENT_DEFINE}.
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It would probably be good to look for the ``Detailed Description'' of the
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logging module now to get a feel for the overall operation and then 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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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. Just as in
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any C++ program, you need to define a main function that will be the first
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function run. There is nothing at all special here. Your ns-3 script is just
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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 see that
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there are a number of levels of detail that you enable on each component.
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These two lines of code enable debug logging at the INFO level for echo
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clients and servers. This will result in the application printing out
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a message as packets are sent and received.
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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 will use the topology helper objects to make this job as
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easy as possible.
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@section Topology Helpers
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@subsection NodeContainer
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The next two lines of code in our script will actually create the ns-3 objects
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that will represent the computers in the 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 first object before we continue. Another
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way to get into the documentation system is via the @code{Classes} tab in the
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HTML pages. If you still have the Doxygen handy, just scroll up to the top
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of the page and select the @code{Classes} tab. You should see a new set of
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tabs appear, one of which is @code{Class List}. Under that tab you will see
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a list of all of the ns-3 classes. Scroll down, looking for
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@code{ns3::NodeContainer}. When you find the class, go ahead and select it to
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go to the Doxygen.
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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 just declares a
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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 ns-3 system to create two @code{Node} objects and stores the pointers
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internally.
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The nodes as they stand at this point in the script do nothing. The next step
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in constructing a topology is to connect our nodes together into a network.
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The simplest form of network is a single point-to-point link between two nodes
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so we'll construct one here.
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@subsection 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, this corresponds 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 Ethernet devices and wireless channels, for example. 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 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 @code{first.cc} 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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creates a @code{PointToPointHelper} object on the stack.
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From a 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
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to what we call an @code{Attribute} of the @code{PointToPointNetDevice}.
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If you look at the Doxygen for class @code{ns3::PointToPointNetDevice} and
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find the documentation for the @code{GetTypeId} method, you will find a list
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of @code{Attributes} defined for the device. Among these is the ``DataRate''
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attribute. Most user-visible ns-3 objects have similar lists of attributes.
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We use this mechanism to easily configure simulations without recompiling
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as you will see in a following section.
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Similar to the ``DataRate'' on the @code{PointToPointNetDevice} we find a
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``Delay'' attribute associated with the @code{PointToPointChannel}. THe
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final line,
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@verbatim
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pointToPoint.SetChannelParameter ("Delay", StringValue ("2ms"));
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@end verbatim
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Tells the @code{PointToPointHelper} to use the value ``2ms'' (two milliseconds)
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as the value of the transmission delay of every point to point channel it
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creates.
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@subsection NetDeviceContainer
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At this point in the script, we have a @code{NodeContainer} that contains
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two nodes. We have a @code{PointToPointHelper} that is primed and ready to
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make @code{PointToPointNetDevices} and wire @code{PoiintToPointChannel} objects
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between them. Just as we used the @code{NodeContainer} topology helper object
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to create the @code{Node}s 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 send data at five
|
|
megabits per second over the channel which has a two millisecond transmission
|
|
delay.
|
|
|
|
@subsection InternetStackHelper
|
|
We have nodes and devices configured, but we don't have any protocol stacks
|
|
installed on our nodes. The next two lines of code 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.
|
|
|
|
@subsection 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 in the
|
|
code).
|
|
|
|
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.
|
|
|
|
The next line of code,
|
|
|
|
@verbatim
|
|
Ipv4InterfaceContainer interfaces = address.Assign (devices);
|
|
@end verbatim
|
|
|
|
performs the actual address assignment. In 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 made with IP addresses assigned. What
|
|
we need at this point are applications to generate traffic.
|
|
|
|
@section 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
|
|
ns-3 class @code{Application} called @code{UdpEchoServerApplication} and
|
|
@code{UdpEchoClientApplication}. Just as in the previous instances of ns-3
|
|
objects, 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.
|
|
|
|
@subsection 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 and connected using a point-to-point link.
|
|
|
|
@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 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. It will be worth a slight digression
|
|
to undersand what is going on here.
|
|
|
|
@subsubsection Implicit Conversions
|
|
This is an example of a C++ @code{implicit conversion} at work. Many
|
|
programmers use 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}.
|
|
|
|
C++ will try to determine a sequence of type conversions to use in order to
|
|
convert an argument in a function call to the type of a corresponding paramter
|
|
in a method declaration. The method call in this case is,
|
|
|
|
@verbatim
|
|
ApplicationContainer serverApps = echoServer.Install (nodes.Get (1));
|
|
@end verbatim
|
|
|
|
If you look at the declaration of the Install method in the source (or the
|
|
Doxygen) you will see,
|
|
|
|
@verbatim
|
|
ApplicationContainer
|
|
UdpEchoServerHelper::Install (NodeContainer c)
|
|
{
|
|
...
|
|
}
|
|
@end verbatim
|
|
|
|
Now, the @code{Get} method of the @code{NodeContainer} returns a smart pointer
|
|
to a node object:
|
|
|
|
@verbatim
|
|
Ptr<Node>
|
|
NodeContainer::Get (uint32_t i) const
|
|
{
|
|
...
|
|
}
|
|
@end verbatim
|
|
|
|
C++ notices that it needs to convert a type @code{Ptr<Node>} into a type
|
|
@code{NodeContainer}. It turns out that @code{NodeContainer} has a
|
|
constructor that takes a @code{Ptr<Node>} as a parameter.
|
|
|
|
@verbatim
|
|
NodeContainer::NodeContainer (Ptr<Node> node)
|
|
{
|
|
...
|
|
}
|
|
@end verbatim
|
|
|
|
The C++ compiler implicitly provides the @code{Ptr<Node>} returned from the
|
|
@code{NodeContainer::Get} to the above constructor for @code{NodeContainer} to
|
|
make a new @code{NodeContainer} to pass to the @code{Install} method of the
|
|
@code{UdpEchoServerHelper} object.
|
|
|
|
Taking advantage of these implicit conversion sequences can allow you to
|
|
avoid doing a lot of typing. The result is also fairly intuitive if you
|
|
don't pay close attention to the called method signatures. If you are
|
|
one of those folks that pays close attention, it does have the downside of
|
|
sometimes being surprising when you, for example, look for the method
|
|
in @code{UdpEchoServerHelper} named @code{Install} that takes a parameter
|
|
@code{Ptr<Node>} and cannot find it.
|
|
|
|
@subsection UdpEchoServerHelper Continued
|
|
Returning to the example script, we are looking at the following code snippet.
|
|
|
|
@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
|
|
|
|
We now see that @code{echoServer.Install} is going to install an
|
|
@code{UdpEchoServerApplication} on the node found at index number one of the
|
|
@code{NodeContainer} we use to manage our nodes. @code{Install} will return
|
|
a container that has all of the applications (one in this case since we passed
|
|
a @code{NodeContainer} containing one node) made by the helper.
|
|
|
|
Applications require a time to ``start'' generating traffic and a time to
|
|
``stop.'' These times are set using @code{ApplicationContainer} methods
|
|
@code{Start} and @code{Stop}. These methods take @code{Time} parameters.
|
|
In this case, we use an explicit conversion sequence to take a c++ double
|
|
1.0 and convert it to a @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 at ten seconds, the simulation will last at least ten
|
|
seconds.
|
|
|
|
@subsection UdpEchoClientHelper
|
|
|
|
The echo client application is set up in a method similar to 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, we need to set four different attributes. The first
|
|
attribute is set using the @code{SetRemote} method. Here we refer back to
|
|
the @code{Ipv4InterfaceContainer} we created to keep track of the IP addresses
|
|
we assigned to our devices.
|
|
|
|
@verbatim
|
|
Ipv4InterfaceContainer interfaces = address.Assign (devices);
|
|
@end verbatim
|
|
|
|
In this case, the zeroth interface in the @code{interfaces} container
|
|
cooresponds 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, we are setting the remote address of the client to be the IP
|
|
address assigned to the node on which the server resides. We tell it to send
|
|
to port nine.
|
|
|
|
@verbatim
|
|
echoClient.SetRemote (interfaces.GetAddress (1), 9);
|
|
@end verbatim
|
|
|
|
The ``MaxPackets'' attribute tells the client the maximum number of packets
|
|
it can send. The ``Interval'' attribute tells the cleint how long to wait
|
|
between packets and the ``PacketSize'' attribute tells the client how large
|
|
its packets should be. In this case 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 @code{Simulator} singleton which is accessed via the global
|
|
function @code{Simulator::Run}
|
|
|
|
@verbatim
|
|
Simulator::Run ();
|
|
@end verbatim
|
|
|
|
When we 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, it 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 cleint 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
|
|
which will be automatically scheduled and which will perform the packet echo
|
|
according to the various timing parameters that we have set in the script.
|
|
|
|
Eventually, since we only sent one packet, the chain of events triggered by
|
|
the single client echo request will taper off and the simulation will go
|
|
idle. Once this happens, the remaining events are 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 after ourselves. This is done by calling the
|
|
global function @code{Simulator::Destroy}. As the helper functions (or low
|
|
level ns-3 code) executed they arranged it so that hooks were inserted in the
|
|
simulator to destruct all of the objects that were created. You do not have
|
|
to keep track of all of these objects yourself --- all you have to do is to
|
|
call @code{Simulator::Destroy} and exit. The remaining lines of our first
|
|
ns-3 script, @code{first.cc}, do just that
|
|
|
|
@verbatim
|
|
Simulator::Destroy ();
|
|
return 0;
|
|
}
|
|
@end verbatim
|
|
|
|
@section 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. Let's try it. Copy @code{examples/first.cc} into @code{scratch}:
|
|
|
|
@verbatim
|
|
~/repos/ns-3-tutorial > cp examples/first.cc scratch
|
|
@end verbatim
|
|
|
|
and then build it using waf,
|
|
|
|
@verbatim
|
|
~/repos/ns-3-tutorial > ./waf
|
|
Entering directory `/home/craigdo/repos/ns-3-tutorial/build'
|
|
[432/477] cxx: scratch/first.cc -> build/debug/scratch/first_2.o
|
|
[433/477] cxx: scratch/simple.cc -> build/debug/scratch/simple_3.o
|
|
[475/477] cxx_link: build/debug/scratch/first_2.o -> build/debug/scratch/first
|
|
Compilation finished successfully
|
|
~/repos/ns-3-tutorial >
|
|
@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-tutorial > ./waf --run scratch/first
|
|
Entering directory `/home/craigdo/repos/ns-3-tutorial/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-tutorial >
|
|
@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
|
|
note 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 receive the 1024 bytes
|
|
from 10.1.1.1. The echo server silently echoes the packet and you see the
|
|
echo client note that it has received its packet back from the server.
|