841 lines
38 KiB
ReStructuredText
841 lines
38 KiB
ReStructuredText
.. include:: replace.txt
|
|
|
|
|
|
Conceptual Overview
|
|
-------------------
|
|
|
|
The first thing we need to do before actually starting to look at or write
|
|
|ns3| code is to explain a few core concepts and abstractions in the
|
|
system. Much of this may appear transparently obvious to some, but we
|
|
recommend taking the time to read through this section just to ensure you
|
|
are starting on a firm foundation.
|
|
|
|
Key Abstractions
|
|
****************
|
|
|
|
In this section, we'll review some terms that are commonly used in
|
|
networking, but have a specific meaning in |ns3|.
|
|
|
|
Node
|
|
++++
|
|
In Internet jargon, a computing device that connects to a network is called
|
|
a *host* or sometimes an *end system*. Because |ns3| is a
|
|
*network* simulator, not specifically an *Internet* simulator, we
|
|
intentionally do not use the term host since it is closely associated with
|
|
the Internet and its protocols. Instead, we use a more generic term also
|
|
used by other simulators that originates in Graph Theory --- the *node*.
|
|
|
|
In |ns3| the basic computing device abstraction is called the
|
|
node. This abstraction is represented in C++ by the class ``Node``. The
|
|
``Node`` class provides methods for managing the representations of
|
|
computing devices in simulations.
|
|
|
|
You should think of a ``Node`` as a computer to which you will add
|
|
functionality. One adds things like applications, protocol stacks and
|
|
peripheral cards with their associated drivers to enable the computer to do
|
|
useful work. We use the same basic model in |ns3|.
|
|
|
|
Application
|
|
+++++++++++
|
|
Typically, computer software is divided into two broad classes. *System
|
|
Software* organizes various computer resources such as memory, processor
|
|
cycles, disk, network, etc., according to some computing model. System
|
|
software usually does not use those resources to complete tasks that directly
|
|
benefit a user. A user would typically run an *application* that acquires
|
|
and uses the resources controlled by the system software to accomplish some
|
|
goal.
|
|
|
|
Often, the line of separation between system and application software is made
|
|
at the privilege level change that happens in operating system traps.
|
|
In |ns3| there is no real concept of operating system and especially
|
|
no concept of privilege levels or system calls. We do, however, have the
|
|
idea of an application. Just as software applications run on computers to
|
|
perform tasks in the "real world," |ns3| applications run on
|
|
|ns3| ``Nodes`` to drive simulations in the simulated world.
|
|
|
|
In |ns3| the basic abstraction for a user program that generates some
|
|
activity to be simulated is the application. This abstraction is represented
|
|
in C++ by the class ``Application``. The ``Application`` class provides
|
|
methods for managing the representations of our version of user-level
|
|
applications in simulations. Developers are expected to specialize the
|
|
``Application`` class in the object-oriented programming sense to create new
|
|
applications. In this tutorial, we will use specializations of class
|
|
``Application`` called ``UdpEchoClientApplication`` and
|
|
``UdpEchoServerApplication``. As you might expect, these applications
|
|
compose a client/server application set used to generate and echo simulated
|
|
network packets
|
|
|
|
Channel
|
|
+++++++
|
|
|
|
In the real world, one can connect a computer to a network. Often the media
|
|
over which data flows in these networks are called *channels*. When
|
|
you connect your Ethernet cable to the plug in the wall, you are connecting
|
|
your computer to an Ethernet communication channel. In the simulated world
|
|
of |ns3|, one connects a ``Node`` to an object representing a
|
|
communication channel. Here the basic communication subnetwork abstraction
|
|
is called the channel and is represented in C++ by the class ``Channel``.
|
|
|
|
The ``Channel`` class provides methods for managing communication
|
|
subnetwork objects and connecting nodes to them. ``Channels`` may also be
|
|
specialized by developers in the object oriented programming sense. A
|
|
``Channel`` specialization may model something as simple as a wire. The
|
|
specialized ``Channel`` can also model things as complicated as a large
|
|
Ethernet switch, or three-dimensional space full of obstructions in the case
|
|
of wireless networks.
|
|
|
|
We will use specialized versions of the ``Channel`` called
|
|
``CsmaChannel``, ``PointToPointChannel`` and ``WifiChannel`` in this
|
|
tutorial. The ``CsmaChannel``, for example, models a version of a
|
|
communication subnetwork that implements a *carrier sense multiple
|
|
access* communication medium. This gives us Ethernet-like functionality.
|
|
|
|
Net Device
|
|
++++++++++
|
|
It used to be the case that if you wanted to connect a computers to a network,
|
|
you had to buy a specific kind of network cable and a hardware device called
|
|
(in PC terminology) a *peripheral card* that needed to be installed in
|
|
your computer. If the peripheral card implemented some networking function,
|
|
they were called Network Interface Cards, or *NICs*. Today most
|
|
computers come with the network interface hardware built in and users don't
|
|
see these building blocks.
|
|
|
|
A NIC will not work without a software driver to control the hardware. In
|
|
Unix (or Linux), a piece of peripheral hardware is classified as a
|
|
*device*. Devices are controlled using *device drivers*, and network
|
|
devices (NICs) are controlled using *network device drivers*
|
|
collectively known as *net devices*. In Unix and Linux you refer
|
|
to these net devices by names such as *eth0*.
|
|
|
|
In |ns3| the *net device* abstraction covers both the software
|
|
driver and the simulated hardware. A net device is "installed" in a
|
|
``Node`` in order to enable the ``Node`` to communicate with other
|
|
``Nodes`` in the simulation via ``Channels``. Just as in a real
|
|
computer, a ``Node`` may be connected to more than one ``Channel`` via
|
|
multiple ``NetDevices``.
|
|
|
|
The net device abstraction is represented in C++ by the class ``NetDevice``.
|
|
The ``NetDevice`` class provides methods for managing connections to
|
|
``Node`` and ``Channel`` objects; and may be specialized by developers
|
|
in the object-oriented programming sense. We will use the several specialized
|
|
versions of the ``NetDevice`` called ``CsmaNetDevice``,
|
|
``PointToPointNetDevice``, and ``WifiNetDevice`` in this tutorial.
|
|
Just as an Ethernet NIC is designed to work with an Ethernet network, the
|
|
``CsmaNetDevice`` is designed to work with a ``CsmaChannel``; the
|
|
``PointToPointNetDevice`` is designed to work with a
|
|
``PointToPointChannel`` and a ``WifiNetNevice`` is designed to work with
|
|
a ``WifiChannel``.
|
|
|
|
Topology Helpers
|
|
++++++++++++++++
|
|
In a real network, you will find host computers with added (or built-in)
|
|
NICs. In |ns3| we would say that you will find ``Nodes`` with
|
|
attached ``NetDevices``. In a large simulated network you will need to
|
|
arrange many connections between ``Nodes``, ``NetDevices`` and
|
|
``Channels``.
|
|
|
|
Since connecting ``NetDevices`` to ``Nodes``, ``NetDevices``
|
|
to ``Channels``, assigning IP addresses, etc., are such common tasks
|
|
in |ns3|, we provide what we call *topology helpers* to make
|
|
this as easy as possible. For example, it may take many distinct
|
|
|ns3| core operations to create a NetDevice, add a MAC address,
|
|
install that net device on a ``Node``, configure the node's protocol stack,
|
|
and then connect the ``NetDevice`` to a ``Channel``. Even more
|
|
operations would be required to connect multiple devices onto multipoint
|
|
channels and then to connect individual networks together into internetworks.
|
|
We provide topology helper objects that combine those many distinct operations
|
|
into an easy to use model for your convenience.
|
|
|
|
A First ns-3 Script
|
|
*******************
|
|
If you downloaded the system as was suggested above, you will have a release
|
|
of |ns3| in a directory called ``repos`` under your home
|
|
directory. Change into that release directory, and you should find a
|
|
directory structure something like the following:
|
|
|
|
::
|
|
|
|
AUTHORS doc/ README src/ waf.bat*
|
|
bindings/ examples/ RELEASE_NOTES utils/ wscript
|
|
build/ LICENSE samples/ VERSION wutils.py
|
|
CHANGES.html ns3/ scratch/ waf* wutils.pyc
|
|
|
|
Change into the ``examples/tutorial`` directory. You should see a file named
|
|
``first.cc`` located there. This is a script that will create a simple
|
|
point-to-point link between two nodes and echo a single packet between the
|
|
nodes. Let's take a look at that script line by line, so go ahead and open
|
|
``first.cc`` in your favorite editor.
|
|
|
|
Boilerplate
|
|
+++++++++++
|
|
The first line in the file is an emacs mode line. This tells emacs about the
|
|
formatting conventions (coding style) we use in our source code.
|
|
|
|
::
|
|
|
|
/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
|
|
|
|
This is always a somewhat controversial subject, so we might as well get it
|
|
out of the way immediately. The |ns3| project, like most large
|
|
projects, has adopted a coding style to which all contributed code must
|
|
adhere. If you want to contribute your code to the project, you will
|
|
eventually have to conform to the |ns3| coding standard as described
|
|
in the file ``doc/codingstd.txt`` or shown on the project web page
|
|
`here
|
|
<http://www.nsnam.org/codingstyle.html>`_.
|
|
|
|
We recommend that you, well, just get used to the look and feel of |ns3|
|
|
code and adopt this standard whenever you are working with our code. All of
|
|
the development team and contributors have done so with various amounts of
|
|
grumbling. The emacs mode line above makes it easier to get the formatting
|
|
correct if you use the emacs editor.
|
|
|
|
The |ns3| simulator is licensed using the GNU General Public
|
|
License. You will see the appropriate GNU legalese at the head of every file
|
|
in the |ns3| distribution. Often you will see a copyright notice for
|
|
one of the institutions involved in the |ns3| project above the GPL
|
|
text and an author listed below.
|
|
|
|
::
|
|
|
|
/*
|
|
* This program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License version 2 as
|
|
* published by the Free Software Foundation;
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
Module Includes
|
|
+++++++++++++++
|
|
The code proper starts with a number of include statements.
|
|
|
|
::
|
|
|
|
#include "ns3/core-module.h"
|
|
#include "ns3/simulator-module.h"
|
|
#include "ns3/node-module.h"
|
|
#include "ns3/helper-module.h"
|
|
|
|
To help our high-level script users deal with the large number of include
|
|
files present in the system, we group includes according to relatively large
|
|
modules. We provide a single include file that will recursively load all of
|
|
the include files used in each module. Rather than having to look up exactly
|
|
what header you need, and possibly have to get a number of dependencies right,
|
|
we give you the ability to load a group of files at a large granularity. This
|
|
is not the most efficient approach but it certainly makes writing scripts much
|
|
easier.
|
|
|
|
Each of the |ns3| include files is placed in a directory called
|
|
``ns3`` (under the build directory) during the build process to help avoid
|
|
include file name collisions. The ``ns3/core-module.h`` file corresponds
|
|
to the ns-3 module you will find in the directory ``src/core`` in your
|
|
downloaded release distribution. If you list this directory you will find a
|
|
large number of header files. When you do a build, Waf will place public
|
|
header files in an ``ns3`` directory under the appropriate
|
|
``build/debug`` or ``build/optimized`` directory depending on your
|
|
configuration. Waf will also automatically generate a module include file to
|
|
load all of the public header files.
|
|
|
|
Since you are, of course, following this tutorial religiously, you will
|
|
already have done a
|
|
|
|
::
|
|
|
|
./waf -d debug --enable-tests configure
|
|
|
|
in order to configure the project to perform debug builds that include
|
|
tests. You will also have done a
|
|
|
|
::
|
|
|
|
./waf
|
|
|
|
to build the project. So now if you look in the directory
|
|
``../../build/debug/ns3`` you will find the four module include files shown
|
|
above. You can take a look at the contents of these files and find that they
|
|
do include all of the public include files in their respective modules.
|
|
|
|
Ns3 Namespace
|
|
+++++++++++++
|
|
The next line in the ``first.cc`` script is a namespace declaration.
|
|
|
|
::
|
|
|
|
using namespace ns3;
|
|
|
|
The |ns3| project is implemented in a C++ namespace called
|
|
``ns3``. This groups all |ns3|-related declarations in a scope
|
|
outside the global namespace, which we hope will help with integration with
|
|
other code. The C++ ``using`` statement introduces the |ns3|
|
|
namespace into the current (global) declarative region. This is a fancy way
|
|
of saying that after this declaration, you will not have to type ``ns3::``
|
|
scope resolution operator before all of the |ns3| code in order to use
|
|
it. If you are unfamiliar with namespaces, please consult almost any C++
|
|
tutorial and compare the ``ns3`` namespace and usage here with instances of
|
|
the ``std`` namespace and the ``using namespace std;`` statements you
|
|
will often find in discussions of ``cout`` and streams.
|
|
|
|
Logging
|
|
+++++++
|
|
The next line of the script is the following,
|
|
|
|
::
|
|
|
|
NS_LOG_COMPONENT_DEFINE ("FirstScriptExample");
|
|
|
|
We will use this statement as a convenient place to talk about our Doxygen
|
|
documentation system. If you look at the project web site,
|
|
`ns-3 project
|
|
<http://www.nsnam.org>`_, you will find a link to "Doxygen
|
|
(ns-3-dev)" in the navigation bar. If you select this link, you will be
|
|
taken to our documentation page for the current development release. There
|
|
is also a link to "Doxygen (stable)" that will take you to the documentation
|
|
for the latest stable release of |ns3|.
|
|
|
|
Along the left side, you will find a graphical representation of the structure
|
|
of the documentation. A good place to start is the ``NS-3 Modules``
|
|
"book" in the |ns3| navigation tree. If you expand ``Modules``
|
|
you will see a list of |ns3| module documentation. The concept of
|
|
module here ties directly into the module include files discussed above. It
|
|
turns out that the |ns3| logging subsystem is part of the ``core``
|
|
module, so go ahead and expand that documentation node. Now, expand the
|
|
``Debugging`` book and then select the ``Logging`` page.
|
|
|
|
You should now be looking at the Doxygen documentation for the Logging module.
|
|
In the list of ``#define``s at the top of the page you will see the entry
|
|
for ``NS_LOG_COMPONENT_DEFINE``. Before jumping in, it would probably be
|
|
good to look for the "Detailed Description" of the logging module to get a
|
|
feel for the overall operation. You can either scroll down or select the
|
|
"More..." link under the collaboration diagram to do this.
|
|
|
|
Once you have a general idea of what is going on, go ahead and take a look at
|
|
the specific ``NS_LOG_COMPONENT_DEFINE`` documentation. I won't duplicate
|
|
the documentation here, but to summarize, this line declares a logging
|
|
component called ``FirstScriptExample`` that allows you to enable and
|
|
disable console message logging by reference to the name.
|
|
|
|
Main Function
|
|
+++++++++++++
|
|
The next lines of the script you will find are,
|
|
|
|
::
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
|
|
This is just the declaration of the main function of your program (script).
|
|
Just as in any C++ program, you need to define a main function that will be
|
|
the first function run. There is nothing at all special here. Your
|
|
|ns3| script is just a C++ program.
|
|
|
|
The next two lines of the script are used to enable two logging components that
|
|
are built into the Echo Client and Echo Server applications:
|
|
|
|
::
|
|
|
|
LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);
|
|
LogComponentEnable("UdpEchoServerApplication", LOG_LEVEL_INFO);
|
|
|
|
If you have read over the Logging component documentation you will have seen
|
|
that there are a number of levels of logging verbosity/detail that you can
|
|
enable on each component. These two lines of code enable debug logging at the
|
|
INFO level for echo clients and servers. This will result in the application
|
|
printing out messages as packets are sent and received during the simulation.
|
|
|
|
Now we will get directly to the business of creating a topology and running
|
|
a simulation. We use the topology helper objects to make this job as
|
|
easy as possible.
|
|
|
|
Topology Helpers
|
|
++++++++++++++++
|
|
NodeContainer
|
|
~~~~~~~~~~~~~
|
|
The next two lines of code in our script will actually create the
|
|
|ns3| ``Node`` objects that will represent the computers in the
|
|
simulation.
|
|
|
|
::
|
|
|
|
NodeContainer nodes;
|
|
nodes.Create (2);
|
|
|
|
Let's find the documentation for the ``NodeContainer`` class before we
|
|
continue. Another way to get into the documentation for a given class is via
|
|
the ``Classes`` tab in the Doxygen pages. If you still have the Doxygen
|
|
handy, just scroll up to the top of the page and select the ``Classes``
|
|
tab. You should see a new set of tabs appear, one of which is
|
|
``Class List``. Under that tab you will see a list of all of the
|
|
|ns3| classes. Scroll down, looking for ``ns3::NodeContainer``.
|
|
When you find the class, go ahead and select it to go to the documentation for
|
|
the class.
|
|
|
|
You may recall that one of our key abstractions is the ``Node``. This
|
|
represents a computer to which we are going to add things like protocol stacks,
|
|
applications and peripheral cards. The ``NodeContainer`` topology helper
|
|
provides a convenient way to create, manage and access any ``Node`` objects
|
|
that we create in order to run a simulation. The first line above just
|
|
declares a NodeContainer which we call ``nodes``. The second line calls the
|
|
``Create`` method on the ``nodes`` object and asks the container to
|
|
create two nodes. As described in the Doxygen, the container calls down into
|
|
the |ns3| system proper to create two ``Node`` objects and stores
|
|
pointers to those objects internally.
|
|
|
|
The nodes as they stand in the script do nothing. The next step in
|
|
constructing a topology is to connect our nodes together into a network.
|
|
The simplest form of network we support is a single point-to-point link
|
|
between two nodes. We'll construct one of those links here.
|
|
|
|
PointToPointHelper
|
|
~~~~~~~~~~~~~~~~~~
|
|
We are constructing a point to point link, and, in a pattern which will become
|
|
quite familiar to you, we use a topology helper object to do the low-level
|
|
work required to put the link together. Recall that two of our key
|
|
abstractions are the ``NetDevice`` and the ``Channel``. In the real
|
|
world, these terms correspond roughly to peripheral cards and network cables.
|
|
Typically these two things are intimately tied together and one cannot expect
|
|
to interchange, for example, Ethernet devices and wireless channels. Our
|
|
Topology Helpers follow this intimate coupling and therefore you will use a
|
|
single ``PointToPointHelper`` to configure and connect |ns3|
|
|
``PointToPointNetDevice`` and ``PointToPointChannel`` objects in this
|
|
script.
|
|
|
|
The next three lines in the script are,
|
|
|
|
::
|
|
|
|
PointToPointHelper pointToPoint;
|
|
pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
|
|
pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));
|
|
|
|
The first line,
|
|
|
|
::
|
|
|
|
PointToPointHelper pointToPoint;
|
|
|
|
instantiates a ``PointToPointHelper`` object on the stack. From a
|
|
high-level perspective the next line,
|
|
|
|
::
|
|
|
|
pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
|
|
|
|
tells the ``PointToPointHelper`` object to use the value "5Mbps"
|
|
(five megabits per second) as the "DataRate" when it creates a
|
|
``PointToPointNetDevice`` object.
|
|
|
|
From a more detailed perspective, the string "DataRate" corresponds
|
|
to what we call an ``Attribute`` of the ``PointToPointNetDevice``.
|
|
If you look at the Doxygen for class ``ns3::PointToPointNetDevice`` and
|
|
find the documentation for the ``GetTypeId`` method, you will find a list
|
|
of ``Attributes`` defined for the device. Among these is the "DataRate"
|
|
``Attribute``. Most user-visible |ns3| 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 ``PointToPointNetDevice`` you will find a
|
|
"Delay" ``Attribute`` associated with the ``PointToPointChannel``. The
|
|
final line,
|
|
|
|
::
|
|
|
|
pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));
|
|
|
|
tells the ``PointToPointHelper`` to use the value "2ms" (two milliseconds)
|
|
as the value of the transmission delay of every point to point channel it
|
|
subsequently creates.
|
|
|
|
NetDeviceContainer
|
|
~~~~~~~~~~~~~~~~~~
|
|
At this point in the script, we have a ``NodeContainer`` that contains
|
|
two nodes. We have a ``PointToPointHelper`` that is primed and ready to
|
|
make ``PointToPointNetDevices`` and wire ``PointToPointChannel`` objects
|
|
between them. Just as we used the ``NodeContainer`` topology helper object
|
|
to create the ``Nodes`` for our simulation, we will ask the
|
|
``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,
|
|
|
|
::
|
|
|
|
NetDeviceContainer devices;
|
|
devices = pointToPoint.Install (nodes);
|
|
|
|
will finish configuring the devices and channel. The first line declares the
|
|
device container mentioned above and the second does the heavy lifting. The
|
|
``Install`` method of the ``PointToPointHelper`` takes a
|
|
``NodeContainer`` as a parameter. Internally, a ``NetDeviceContainer``
|
|
is created. For each node in the ``NodeContainer`` (there must be exactly
|
|
two for a point-to-point link) a ``PointToPointNetDevice`` is created and
|
|
saved in the device container. A ``PointToPointChannel`` is created and
|
|
the two ``PointToPointNetDevices`` are attached. When objects are created
|
|
by the ``PointToPointHelper``, the ``Attributes`` previously set in the
|
|
helper are used to initialize the corresponding ``Attributes`` in the
|
|
created objects.
|
|
|
|
After executing the ``pointToPoint.Install (nodes)`` call we will have
|
|
two nodes, each with an installed point-to-point net device and a single
|
|
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.
|
|
|
|
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.
|
|
|
|
::
|
|
|
|
InternetStackHelper stack;
|
|
stack.Install (nodes);
|
|
|
|
The ``InternetStackHelper`` is a topology helper that is to internet stacks
|
|
what the ``PointToPointHelper`` is to point-to-point net devices. The
|
|
``Install`` method takes a ``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.
|
|
|
|
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, ``first.cc``,
|
|
|
|
::
|
|
|
|
Ipv4AddressHelper address;
|
|
address.SetBase ("10.1.1.0", "255.255.255.0");
|
|
|
|
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 |ns3| 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,
|
|
|
|
::
|
|
|
|
Ipv4InterfaceContainer interfaces = address.Assign (devices);
|
|
|
|
performs the actual address assignment. In |ns3| we make the
|
|
association between an IP address and a device using an ``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 ``Ipv4Interface`` objects.
|
|
The ``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.
|
|
|
|
Applications
|
|
++++++++++++
|
|
Another one of the core abstractions of the ns-3 system is the
|
|
``Application``. In this script we use two specializations of the core
|
|
|ns3| class ``Application`` called ``UdpEchoServerApplication``
|
|
and ``UdpEchoClientApplication``. Just as we have in our previous
|
|
explanations, we use helper objects to help configure and manage the
|
|
underlying objects. Here, we use ``UdpEchoServerHelper`` and
|
|
``UdpEchoClientHelper`` objects to make our lives easier.
|
|
|
|
UdpEchoServerHelper
|
|
~~~~~~~~~~~~~~~~~~~
|
|
The following lines of code in our example script, ``first.cc``, are used
|
|
to set up a UDP echo server application on one of the nodes we have previously
|
|
created.
|
|
|
|
::
|
|
|
|
UdpEchoServerHelper echoServer (9);
|
|
|
|
ApplicationContainer serverApps = echoServer.Install (nodes.Get (1));
|
|
serverApps.Start (Seconds (1.0));
|
|
serverApps.Stop (Seconds (10.0));
|
|
|
|
The first line of code in the above snippet declares the
|
|
``UdpEchoServerHelper``. As usual, this isn't the application itself, it
|
|
is an object used to help us create the actual applications. One of our
|
|
conventions is to place *required* ``Attributes`` in the helper constructor.
|
|
In this case, the helper can't do anything useful unless it is provided with
|
|
a port number that the client also knows about. Rather than just picking one
|
|
and hoping it all works out, we require the port number as a parameter to the
|
|
constructor. The constructor, in turn, simply does a ``SetAttribute``
|
|
with the passed value. If you want, you can set the "Port" ``Attribute``
|
|
to another value later using ``SetAttribute``.
|
|
|
|
Similar to many other helper objects, the ``UdpEchoServerHelper`` object
|
|
has an ``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 ``Install`` method takes a
|
|
``NodeContainter`` as a parameter just as the other ``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++ *implicit conversion* at
|
|
work here that takes the result of ``nodes.Get (1)`` (which returns a smart
|
|
pointer to a node object --- ``Ptr<Node>``) and uses that in a constructor
|
|
for an unnamed ``NodeContainer`` that is then passed to ``Install``.
|
|
If you are ever at a loss to find a particular method signature in C++ code
|
|
that compiles and runs just fine, look for these kinds of implicit conversions.
|
|
|
|
We now see that ``echoServer.Install`` is going to install a
|
|
``UdpEchoServerApplication`` on the node found at index number one of the
|
|
``NodeContainer`` we used to manage our nodes. ``Install`` will return
|
|
a container that holds pointers to all of the applications (one in this case
|
|
since we passed a ``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
|
|
``ApplicationContainer`` methods ``Start`` and ``Stop``. These
|
|
methods take ``Time`` parameters. In this case, we use an *explicit*
|
|
C++ conversion sequence to take the C++ double 1.0 and convert it to an
|
|
|ns3| ``Time`` object using a ``Seconds`` cast. Be aware that
|
|
the conversion rules may be controlled by the model author, and C++ has its
|
|
own rules, so you can't always just assume that parameters will be happily
|
|
converted for you. The two lines,
|
|
|
|
::
|
|
|
|
serverApps.Start (Seconds (1.0));
|
|
serverApps.Stop (Seconds (10.0));
|
|
|
|
will cause the echo server application to ``Start`` (enable itself) at one
|
|
second into the simulation and to ``Stop`` (disable itself) at ten seconds
|
|
into the simulation. By virtue of the fact that we have declared a simulation
|
|
event (the application stop event) to be executed at ten seconds, the simulation
|
|
will last *at least* ten seconds.
|
|
|
|
UdpEchoClientHelper
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|
The echo client application is set up in a method substantially similar to
|
|
that for the server. There is an underlying ``UdpEchoClientApplication``
|
|
that is managed by an ``UdpEchoClientHelper``.
|
|
|
|
::
|
|
|
|
UdpEchoClientHelper echoClient (interfaces.GetAddress (1), 9);
|
|
echoClient.SetAttribute ("MaxPackets", UintegerValue (1));
|
|
echoClient.SetAttribute ("Interval", TimeValue (Seconds (1.)));
|
|
echoClient.SetAttribute ("PacketSize", UintegerValue (1024));
|
|
|
|
ApplicationContainer clientApps = echoClient.Install (nodes.Get (0));
|
|
clientApps.Start (Seconds (2.0));
|
|
clientApps.Stop (Seconds (10.0));
|
|
|
|
For the echo client, however, we need to set five different ``Attributes``.
|
|
The first two ``Attributes`` are set during construction of the
|
|
``UdpEchoClientHelper``. We pass parameters that are used (internally to
|
|
the helper) to set the "RemoteAddress" and "RemotePort" ``Attributes``
|
|
in accordance with our convention to make required ``Attributes`` parameters
|
|
in the helper constructors.
|
|
|
|
Recall that we used an ``Ipv4InterfaceContainer`` to keep track of the IP
|
|
addresses we assigned to our devices. The zeroth interface in the
|
|
``interfaces`` container is going to correspond to the IP address of the
|
|
zeroth node in the ``nodes`` container. The first interface in the
|
|
``interfaces`` container corresponds to the IP address of the first node
|
|
in the ``nodes`` container. So, in the first line of code (from above), we
|
|
are creating the helper and telling it so set 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 arrange to send packets to port nine.
|
|
|
|
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 ``Start``
|
|
and ``Stop``, but here we start the client one second after the server is
|
|
enabled (at two seconds into the simulation).
|
|
|
|
Simulator
|
|
+++++++++
|
|
What we need to do at this point is to actually run the simulation. This is
|
|
done using the global function ``Simulator::Run``.
|
|
|
|
::
|
|
|
|
Simulator::Run ();
|
|
|
|
When we previously called the methods,
|
|
|
|
::
|
|
|
|
serverApps.Start (Seconds (1.0));
|
|
serverApps.Stop (Seconds (10.0));
|
|
...
|
|
clientApps.Start (Seconds (2.0));
|
|
clientApps.Stop (Seconds (10.0));
|
|
|
|
we actually scheduled events in the simulator at 1.0 seconds, 2.0 seconds and
|
|
two events at 10.0 seconds. When ``Simulator::Run`` is called, the system
|
|
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 (this event may, in turn, schedule many other events). Then it
|
|
will run the event scheduled for t=2.0 seconds which will start the echo client
|
|
application. Again, this event may schedule many more events. 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 scenes 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 (recall the ``MaxPackets``
|
|
``Attribute`` was set to one), 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 ``Stop`` events
|
|
for the server and the client. When these events are executed, there are
|
|
no further events to process and ``Simulator::Run`` returns. The simulation
|
|
is then complete.
|
|
|
|
All that remains is to clean up. This is done by calling the global function
|
|
``Simulator::Destroy``. As the helper functions (or low level
|
|
|ns3| 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 ``Simulator::Destroy`` and exit. The |ns3| system
|
|
took care of the hard part for you. The remaining lines of our first
|
|
|ns3| script, ``first.cc``, do just that:
|
|
|
|
::
|
|
|
|
Simulator::Destroy ();
|
|
return 0;
|
|
}
|
|
|
|
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 ``examples/tutorial/first.cc`` into
|
|
the ``scratch`` directory after changing back into the top level directory.
|
|
|
|
::
|
|
|
|
cd ..
|
|
cp examples/tutorial/first.cc scratch/myfirst.cc
|
|
|
|
Now build your first example script using waf:
|
|
|
|
::
|
|
|
|
./waf
|
|
|
|
You should see messages reporting that your ``myfirst`` example was built
|
|
successfully.
|
|
|
|
::
|
|
|
|
Waf: Entering directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
[614/708] cxx: scratch/myfirst.cc -> build/debug/scratch/myfirst_3.o
|
|
[706/708] cxx_link: build/debug/scratch/myfirst_3.o -> build/debug/scratch/myfirst
|
|
Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
'build' finished successfully (2.357s)
|
|
|
|
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 directory):
|
|
|
|
::
|
|
|
|
./waf --run scratch/myfirst
|
|
|
|
You should see some output:
|
|
|
|
::
|
|
|
|
Waf: Entering directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone/ns-3-dev/build'
|
|
'build' finished successfully (0.418s)
|
|
Sent 1024 bytes to 10.1.1.2
|
|
Received 1024 bytes from 10.1.1.1
|
|
Received 1024 bytes from 10.1.1.2
|
|
|
|
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.
|
|
|
|
Ns-3 Source Code
|
|
****************
|
|
|
|
Now that you have used some of the |ns3| 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:
|
|
http://code.nsnam.org/ns-3-dev. There, you will see the Mercurial
|
|
summary page for our |ns3| development tree.
|
|
|
|
At the top of the page, you will see a number of links,
|
|
|
|
::
|
|
|
|
summary | shortlog | changelog | graph | tags | files
|
|
|
|
Go ahead and select the ``files`` link. This is what the top-level of
|
|
most of our *repositories* will look:
|
|
|
|
::
|
|
|
|
drwxr-xr-x [up]
|
|
drwxr-xr-x bindings python files
|
|
drwxr-xr-x doc files
|
|
drwxr-xr-x examples files
|
|
drwxr-xr-x ns3 files
|
|
drwxr-xr-x samples files
|
|
drwxr-xr-x scratch files
|
|
drwxr-xr-x src files
|
|
drwxr-xr-x utils files
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 560 .hgignore file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 1886 .hgtags file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 1276 AUTHORS file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 30961 CHANGES.html file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 17987 LICENSE file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 3742 README file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 16171 RELEASE_NOTES file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 6 VERSION file | revisions | annotate
|
|
-rwxr-xr-x 2009-07-01 12:47 +0200 88110 waf file | revisions | annotate
|
|
-rwxr-xr-x 2009-07-01 12:47 +0200 28 waf.bat file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 35395 wscript file | revisions | annotate
|
|
-rw-r--r-- 2009-07-01 12:47 +0200 7673 wutils.py file | revisions | annotate
|
|
|
|
Our example scripts are in the ``examples`` directory. If you click on ``examples``
|
|
you will see a list of files. One of the files in that directory is ``first.cc``. If
|
|
you click on ``first.cc`` you will find the code you just walked through.
|
|
|
|
The source code is mainly in the ``src`` directory. You can view source
|
|
code either by clicking on the directory name or by clicking on the ``files``
|
|
link to the right of the directory name. If you click on the ``src``
|
|
directory, you will be taken to the listing of the ``src`` subdirectories. If you
|
|
then click on ``core`` subdirectory, you will find a list of files. The first file
|
|
you will find (as of this writing) is ``abort.h``. If you click on the
|
|
``abort.h`` link, you will be sent to the source file for ``abort.h`` which
|
|
contains useful macros for exiting scripts if abnormal conditions are detected.
|
|
|
|
The source code for the helpers we have used in this chapter can be found in the
|
|
``src/helper`` directory. Feel free to poke around in the directory tree to
|
|
get a feel for what is there and the style of |ns3| programs.
|