Provided by: ns3-doc_3.27+dfsg-1_all bug

NAME

       ns-3-tutorial - ns-3 Tutorial

       This is the ns-3 Tutorial. Primary documentation for the ns-3 project is available in five forms:

       • ns-3 Doxygen: Documentation of the public APIs of the simulator

       • Tutorial (this document), Manual, and Model Library for the latest release and development treens-3 wiki

       This  document  is written in reStructuredText for Sphinx and is maintained in the doc/tutorial directory
       of ns-3’s source code.

INTRODUCTION

       The ns-3 simulator is a discrete-event network simulator targeted primarily for research and  educational
       use.  The ns-3 project, started in 2006, is an open-source project developing ns-3.

       The  purpose  of  this  tutorial is to introduce new ns-3 users to the system in a structured way.  It is
       sometimes difficult for new users to glean essential information from detailed  manuals  and  to  convert
       this  information into working simulations.  In this tutorial, we will build several example simulations,
       introducing and explaining key concepts and features as we go.

       As the tutorial unfolds, we will introduce the full ns-3 documentation and  provide  pointers  to  source
       code for those interested in delving deeper into the workings of the system.

       A few key points are worth noting at the onset:

       • ns-3  is  open-source,  and  the  project  strives  to  maintain an open environment for researchers to
         contribute and share their software.

       • ns-3 is not a backwards-compatible extension of ns-2; it is a new simulator.  The  two  simulators  are
         both  written in C++ but ns-3 is a new simulator that does not support the ns-2 APIs.  Some models from
         ns-2 have already been ported from ns-2 to ns-3. The project will continue to maintain ns-2 while  ns-3
         is being built, and will study transition and integration mechanisms.

   About ns-3
       ns-3  has  been  developed  to  provide  an  open, extensible network simulation platform, for networking
       research and education.  In brief, ns-3 provides models of how packet data networks work and perform, and
       provides a simulation engine for users to conduct simulation experiments.  Some of  the  reasons  to  use
       ns-3  include to perform studies that are more difficult or not possible to perform with real systems, to
       study system behavior in a highly controlled, reproducible environment, and to learn about  how  networks
       work.   Users  will  note that the available model set in ns-3 focuses on modeling how Internet protocols
       and networks work, but ns-3 is not limited to Internet systems; several users are  using  ns-3  to  model
       non-Internet-based systems.

       Many  simulation  tools exist for network simulation studies.  Below are a few distinguishing features of
       ns-3 in contrast to other tools.

       • ns-3 is designed as a set of libraries that can be combined  together  and  also  with  other  external
         software  libraries.  While some simulation platforms provide users with a single, integrated graphical
         user interface environment in which all tasks are carried out, ns-3 is more  modular  in  this  regard.
         Several  external  animators and data analysis and visualization tools can be used with ns-3.  However,
         users should expect to work at the command line and with C++ and/or Python software development tools.

       • ns-3 is primarily used on Linux systems, although support exists for FreeBSD, Cygwin (for Windows), and
         native Windows Visual Studio support is in the process of being developed.

       • ns-3 is not an officially supported software product of any company.  Support for ns-3  is  done  on  a
         best-effort basis on the ns-3-users mailing list.

   For ns-2 Users
       For  those  familiar  with ns-2 (a popular tool that preceded ns-3), the most visible outward change when
       moving to ns-3 is the choice of scripting language.  Programs in ns-2 are scripted in OTcl and results of
       simulations can be visualized using the Network Animator nam.  It is not possible to run a simulation  in
       ns-2 purely from C++ (i.e., as a main() program without any OTcl).  Moreover, some components of ns-2 are
       written  in  C++  and  others  in OTcl.  In ns-3, the simulator is written entirely in C++, with optional
       Python bindings.  Simulation scripts can therefore be written in C++ or in  Python.   New  animators  and
       visualizers  are  available and under current development.  Since ns-3 generates pcap packet trace files,
       other utilities can be used to analyze traces as well.  In this tutorial, we will  first  concentrate  on
       scripting directly in C++ and interpreting results via trace files.

       But  there are similarities as well (both, for example, are based on C++ objects, and some code from ns-2
       has already been ported to ns-3).  We will try to highlight differences  between  ns-2  and  ns-3  as  we
       proceed in this tutorial.

       A  question  that  we often hear is “Should I still use ns-2 or move to ns-3?”  In this author’s opinion,
       unless the user is somehow vested in ns-2 (either based on existing personal comfort with  and  knowledge
       of  ns-2,  or  based  on a specific simulation model that is only available in ns-2), a user will be more
       productive with ns-3 for the following reasons:

       • ns-3 is actively maintained with an active, responsive users mailing list, while ns-2 is  only  lightly
         maintained and has not seen significant development in its main code tree for over a decade.

       • ns-3  provides  features  not  available  in  ns-2, such as a implementation code execution environment
         (allowing users to run real implementation code in the simulator)

       • ns-3 provides a lower base level of abstraction compared with ns-2, allowing it to  align  better  with
         how  real  systems are put together.  Some limitations found in ns-2 (such as supporting multiple types
         of interfaces on nodes correctly) have been remedied in ns-3.

       ns-2 has a more diverse set of contributed modules than does ns-3, owing to its long  history.   However,
       ns-3  has more detailed models in several popular areas of research (including sophisticated LTE and WiFi
       models), and its support of implementation code admits a very  wide  spectrum  of  high-fidelity  models.
       Users  may  be  surprised  to  learn that the whole Linux networking stack can be encapsulated in an ns-3
       node, using the Direct Code Execution (DCE) framework.  ns-2 models can  sometimes  be  ported  to  ns-3,
       particularly if they have been implemented in C++.

       If  in  doubt, a good guideline would be to look at both simulators (as well as other simulators), and in
       particular the models available for your research, but keep in mind that your experience may be better in
       using the tool that is being actively developed and maintained (ns-3).

   Contributing
       ns-3 is a research and educational simulator, by and for the research community.  It  will  rely  on  the
       ongoing  contributions of the community to develop new models, debug or maintain existing ones, and share
       results.  There are a few policies that we hope will encourage people to contribute  to  ns-3  like  they
       have for ns-2:

       • Open source licensing based on GNU GPLv2 compatibility

       • wikiContributed Code page, similar to ns-2’s popular Contributed Code page

       • Open bug tracker

       We  realize  that if you are reading this document, contributing back to the project is probably not your
       foremost concern at this point, but we want you to be aware that contributing is in  the  spirit  of  the
       project  and  that  even  the act of dropping us a note about your early experience with ns-3 (e.g. “this
       tutorial section was not clear…”), reports of stale documentation, etc. are much appreciated.

   Tutorial Organization
       The tutorial assumes that new users might initially follow a path such as the following:

       • Try to download and build a copy;

       • Try to run a few sample programs;

       • Look at simulation output, and try to adjust it.

       As a result, we have tried to organize the tutorial along the above broad sequences of events.

RESOURCES

   The Web
       There are several important resources of which any ns-3 user must be aware.  The main web site is located
       at http://www.nsnam.org and provides access  to  basic  information  about  the  ns-3  system.   Detailed
       documentation  is  available  through  the main web site at http://www.nsnam.org/documentation/.  You can
       also find documents relating to the system architecture from this page.

       There  is  a  Wiki   that   complements   the   main   ns-3   web   site   which   you   will   find   at
       http://www.nsnam.org/wiki/.   You  will  find  user  and developer FAQs there, as well as troubleshooting
       guides, third-party contributed code, papers, etc.

       The source code may be found and browsed at http://code.nsnam.org/.  There  you  will  find  the  current
       development  tree  in  the  repository named ns-3-dev. Past releases and experimental repositories of the
       core developers may also be found there.

   Mercurial
       Complex software systems need some way to manage the organization and changes to the underlying code  and
       documentation.   There  are many ways to perform this feat, and you may have heard of some of the systems
       that are currently used to do this.  The Concurrent Version System (CVS) is probably the most well known.

       The ns-3 project uses Mercurial as its source code management system.  Although you do not need  to  know
       much  about  Mercurial  in order to complete this tutorial, we recommend becoming familiar with Mercurial
       and using it to access the source code.  Mercurial has a web site  at  http://www.selenic.com/mercurial/,
       from  which you can get binary or source releases of this Software Configuration Management (SCM) system.
       Selenic     (the     developer     of     Mercurial)      also      provides      a      tutorial      at
       http://www.selenic.com/mercurial/wiki/index.cgi/Tutorial/,      and     a     QuickStart     guide     at
       http://www.selenic.com/mercurial/wiki/index.cgi/QuickStart/.

       You can also find vital information about using Mercurial and ns-3 on the main ns-3 web site.

   Waf
       Once you have source code downloaded to your local system, you  will  need  to  compile  that  source  to
       produce  usable  programs.  Just as in the case of source code management, there are many tools available
       to perform this function.  Probably the most well known of these tools is make.   Along  with  being  the
       most  well  known,  make  is  probably  the most difficult to use in a very large and highly configurable
       system.  Because of this, many alternatives have  been  developed.   Recently  these  systems  have  been
       developed using the Python language.

       The  build system Waf is used on the ns-3 project.  It is one of the new generation of Python-based build
       systems.  You will not need to understand any Python to build the existing ns-3 system.

       For  those  interested  in  the  gory  details  of  Waf,  the   main   web   site   can   be   found   at
       http://code.google.com/p/waf/.

   Development Environment
       As  mentioned  above,  scripting  in ns-3 is done in C++ or Python.  Most of the ns-3 API is available in
       Python, but the models are written in C++ in either case.  A working knowledge of C++ and object-oriented
       concepts is assumed in this document.  We will take some  time  to  review  some  of  the  more  advanced
       concepts  or  possibly unfamiliar language features, idioms and design patterns as they appear.  We don’t
       want this tutorial to devolve into a C++ tutorial, though, so  we  do  expect  a  basic  command  of  the
       language.   There are an almost unimaginable number of sources of information on C++ available on the web
       or in print.

       If you are new to C++, you may want to find a tutorial- or cookbook-based  book  or  web  site  and  work
       through at least the basic features of the language before proceeding.  For instance, this tutorial.

       The  ns-3 system uses several components of the GNU “toolchain” for development.  A software toolchain is
       the set of programming tools available in the given environment. For a quick review of what  is  included
       in  the  GNU toolchain see, http://en.wikipedia.org/wiki/GNU_toolchain.  ns-3 uses gcc, GNU binutils, and
       gdb.  However, we do not use the GNU build system tools, neither make nor  autotools.   We  use  Waf  for
       these functions.

       Typically  an  ns-3  author  will  work  in  Linux  or a Linux-like environment.  For those running under
       Windows, there do exist environments which simulate the Linux environment to various degrees.   The  ns-3
       project  has  in  the  past (but not presently) supported development in the Cygwin environment for these
       users.  See http://www.cygwin.com/ for  details  on  downloading,  and  visit  the  ns-3  wiki  for  more
       information  about Cygwin and ns-3.  MinGW is presently not officially supported.  Another alternative to
       Cygwin is to install a virtual machine environment such as VMware server  and  install  a  Linux  virtual
       machine.

   Socket Programming
       We  will assume a basic facility with the Berkeley Sockets API in the examples used in this tutorial.  If
       you are new to sockets, we recommend reviewing the API and some common usage cases.  For a good  overview
       of programming TCP/IP sockets we recommend TCP/IP Sockets in C, Donahoo and Calvert.

       There is an associated web site that includes source for the examples in the book, which you can find at:
       http://cs.baylor.edu/~donahoo/practical/CSockets/.

       If  you  understand the first four chapters of the book (or for those who do not have access to a copy of
       the book, the echo clients and servers shown in  the  website  above)  you  will  be  in  good  shape  to
       understand  the  tutorial.  There is a similar book on Multicast Sockets, Multicast Sockets, Makofske and
       Almeroth.  that covers material you may need to understand if you look at the multicast examples  in  the
       distribution.

GETTING STARTED

       This  section  is  aimed at getting a user to a working state starting with a machine that may never have
       had ns-3 installed.  It covers supported platforms, prerequisites, ways to obtain  ns-3,  ways  to  build
       ns-3, and ways to verify your build and run simple programs.

   Overview
       ns-3  is  built  as a system of software libraries that work together.  User programs can be written that
       links with (or imports from) these libraries.  User programs are written in  either  the  C++  or  Python
       programming languages.

       ns-3  is  distributed as source code, meaning that the target system needs to have a software development
       environment to build the libraries first, then build the  user  program.   ns-3  could  in  principle  be
       distributed  as  pre-built  libraries  for selected systems, and in the future it may be distributed that
       way, but at present, many users actually do their work by editing ns-3 itself, so having the source  code
       around  to  rebuild  the  libraries  is  useful.   If  someone  would like to undertake the job of making
       pre-built libraries and packages for operating systems, please contact the ns-developers mailing list.

       In the following, we’ll look at two ways of downloading and building ns-3.  The first is to download  and
       build an official release from the main web site.  The second is to fetch and build development copies of
       ns-3.  We’ll walk through both examples since the tools involved are slightly different.

   Downloading ns-3
       The  ns-3  system  as  a  whole  is  a  fairly  complex  system and has a number of dependencies on other
       components.  Along with the systems you will  most  likely  deal  with  every  day  (the  GNU  toolchain,
       Mercurial,  a  text  editor) you will need to ensure that a number of additional libraries are present on
       your system before proceeding.  ns-3 provides a wiki page that includes pages with many useful hints  and
       tips.  One such page is the “Installation” page, http://www.nsnam.org/wiki/Installation.

       The “Prerequisites” section of this wiki page explains which packages are required to support common ns-3
       options,  and  also  provides  the commands used to install them for common Linux variants.  Cygwin users
       will have to use the Cygwin installer (if you are a Cygwin user, you used it to install Cygwin).

       You may want to take this opportunity to explore the ns-3 wiki a bit since there really is  a  wealth  of
       information there.

       From  this point forward, we are going to assume that the reader is working in Linux or a Linux emulation
       environment (Linux, Cygwin, etc.) and has the  GNU  toolchain  installed  and  verified  along  with  the
       prerequisites mentioned above.  We are also going to assume that you have Mercurial and Waf installed and
       running on the target system.

       The  ns-3  code is available in Mercurial repositories on the server http://code.nsnam.org.  You can also
       download a tarball release at http://www.nsnam.org/release/, or you  can  work  with  repositories  using
       Mercurial.   We  recommend  using  Mercurial  unless  there’s  a good reason not to.  See the end of this
       section for instructions on how to get a tarball release.

       The simplest way to get started using Mercurial repositories is to  use  the  ns-3-allinone  environment.
       This is a set of scripts that manages the downloading and building of various subsystems of ns-3 for you.
       We recommend that you begin your ns-3 work in this environment.

       One  practice  is to create a directory called workspace in one’s home directory under which one can keep
       local Mercurial repositories.  Any directory name will do, but we’ll assume that workspace is used herein
       (note:  repos may also be used in some documentation as an example directory name).

   Downloading ns-3 Using a Tarball
       A tarball is a particular format of software archive where multiple files are bundled  together  and  the
       archive  possibly  compressed.   ns-3  software  releases  are  provided via a downloadable tarball.  The
       process for downloading ns-3 via tarball is simple; you just have to pick  a  release,  download  it  and
       decompress it.

       Let’s assume that you, as a user, wish to build ns-3 in a local directory called workspace.  If you adopt
       the workspace directory approach, you can get a copy of a release by typing the following into your Linux
       shell (substitute the appropriate version numbers, of course):

          $ cd
          $ mkdir workspace
          $ cd workspace
          $ wget http://www.nsnam.org/release/ns-allinone-3.27.tar.bz2
          $ tar xjf ns-allinone-3.27.tar.bz2

       If you change into the directory ns-allinone-3.27 you should see a number of files and directories:

          $ ls
          bake      constants.py   ns-3.27                            README
          build.py  netanim-3.108  pybindgen-0.17.0.post58+ngcf00cc0  util.py

       You are now ready to build the base ns-3 distribution and may skip ahead to the section on building ns-3.

   Downloading ns-3 Using Bake
       Bake  is  a  tool  for distributed integration and building, developed for the ns-3 project.  Bake can be
       used to fetch development versions of the ns-3 software, and to download and build extensions to the base
       ns-3 distribution, such as the Direct Code Execution environment, Network Simulation Cradle,  ability  to
       create new Python bindings, and others.

       In  recent ns-3 releases, Bake has been included in the release tarball.  The configuration file included
       in the released version will allow one to download any software that was  current  at  the  time  of  the
       release.   That  is, for example, the version of Bake that is distributed with the ns-3.21 release can be
       used to fetch components for that ns-3 release or earlier, but can’t be  used  to  fetch  components  for
       later releases (unless the bakeconf.xml file is updated).

       You can also get the most recent copy of bake by typing the following into your Linux shell (assuming you
       have installed Mercurial):

          $ cd
          $ mkdir workspace
          $ cd workspace
          $ hg clone http://code.nsnam.org/bake

       As the hg (Mercurial) command executes, you should see something like the following displayed,

          ...
          destination directory: bake
          requesting all changes
          adding changesets
          adding manifests
          adding file changes
          added 339 changesets with 796 changes to 63 files
          updating to branch default
          45 files updated, 0 files merged, 0 files removed, 0 files unresolved

       After  the clone command completes, you should have a directory called bake, the contents of which should
       look something like the following:

          $ ls
          bake                  bakeconf.xml  doc       generate-binary.py  TODO
          bake.py               examples      test

       Notice that you really just downloaded some Python scripts and a Python module  called  bake.   The  next
       step will be to use those scripts to download and build the ns-3 distribution of your choice.

       There are a few configuration targets available:

       1. ns-3.27:   the module corresponding to the release; it will download components similar to the release
          tarball.

       2. ns-3-dev:  a similar module but using the development code tree

       3. ns-allinone-3.27:  the module that includes other optional features such as  click  routing,  openflow
          for ns-3, and the Network Simulation Cradle

       4. ns-3-allinone:  similar to the released version of the allinone module, but for development code.

       The  current  development  snapshot (unreleased) of ns-3 may be found at http://code.nsnam.org/ns-3-dev/.
       The developers attempt to keep these  repository  in  consistent,  working  states  but  they  are  in  a
       development  area  with  unreleased  code  present,  so you may want to consider staying with an official
       release if you do not need newly- introduced features.

       You can find the latest version  of the code either by inspection of the repository list or by  going  to
       the  “ns-3  Releases”  web  page and clicking on the latest release link.  We’ll proceed in this tutorial
       example with ns-3.27.

       We are now going to use the bake tool to pull down the various pieces of ns-3 you will be using.   First,
       we’ll say a word about running bake.

       bake  works by downloading source packages into a source directory, and installing libraries into a build
       directory.  bake can be run by referencing the binary, but if one chooses to run bake from outside of the
       directory it was downloaded into, it is advisable to put bake into your path, such as follows (Linux bash
       shell example).  First, change into  the  ‘bake’  directory,  and  then  set  the  following  environment
       variables

          $ export BAKE_HOME=`pwd`
          $ export PATH=$PATH:$BAKE_HOME:$BAKE_HOME/build/bin
          $ export PYTHONPATH=$PYTHONPATH:$BAKE_HOME:$BAKE_HOME/build/lib

       This  will  put  the  bake.py  program  into  the  shell’s  path,  and  will allow other programs to find
       executables and libraries created by bake.  Although several bake use cases do not require  setting  PATH
       and PYTHONPATH as above, full builds of ns-3-allinone (with the optional packages) typically do.

       Step into the workspace directory and type the following into your shell:

          $ ./bake.py configure -e ns-3.27

       Next, we’ll ask bake to check whether we have enough tools to download various components.  Type:

          $ ./bake.py check

       You should see something like the following,

          > Python - OK
          > GNU C++ compiler - OK
          > Mercurial - OK
          > CVS - OK
          > GIT - OK
          > Bazaar - OK
          > Tar tool - OK
          > Unzip tool - OK
          > Unrar tool - is missing
          > 7z  data compression utility - OK
          > XZ data compression utility - OK
          > Make - OK
          > cMake - OK
          > patch tool - OK
          > autoreconf tool - OK

          > Path searched for tools: /usr/lib64/qt-3.3/bin /usr/lib64/ccache
          /usr/local/bin /bin /usr/bin /usr/local/sbin /usr/sbin /sbin bin

       In  particular, download tools such as Mercurial, CVS, GIT, and Bazaar are our principal concerns at this
       point, since they allow us to fetch the code.  Please install missing tools at this stage, in  the  usual
       way for your system (if you are able to), or contact your system administrator as needed to install these
       tools.

       Next, try to download the software:

          $ ./bake.py download

       should yield something like:

          >> Searching for system dependency setuptools - OK
          >> Searching for system dependency pygoocanvas - OK
          >> Searching for system dependency pygraphviz - OK
          >> Searching for system dependency python-dev - OK
          >> Searching for system dependency libxml2-dev - OK
          >> Searching for system dependency clang-dev - OK
          >> Downloading click-ns-3.25 - OK
          >> Downloading BRITE - OK
          >> Searching for system dependency qt4 - OK
          >> Downloading nsc-0.5.3 - OK
          >> Searching for system dependency g++ - OK
          >> Downloading castxml - OK
          >> Downloading openflow-ns-3.25 - OK
          >> Downloading netanim-3.108 - OK
          >> Downloading pygccxml-1.9.1 - OK
          >> Downloading pygccxml - OK
          >> Downloading pybindgen-ns3.27-castxml (target directory:pybindgen) - OK
          >> Downloading ns-3.27 - OK

       The  above suggests that seven sources have been downloaded.  Check the source directory now and type ls;
       one should see:

          $ ls
          BRITE          netanim-3.108  openflow-ns-3.25  pygccxml-1.9.1
          castxml        ns-3.27        pybindgen         v1.9.1.tar.gz
          click-ns-3.25  nsc-0.5.3      pygccxml

       You are now ready to build the ns-3 distribution.

   Building ns-3
   Building with build.py
       When working from a released tarball, the first time you build the ns-3 project you  can  build  using  a
       convenience program found in the allinone directory.  This program is called build.py.  This program will
       get  the  project  configured  for  you  in the most commonly useful way.  However, please note that more
       advanced configuration and work with ns-3 will typically involve using the native ns-3 build system, Waf,
       to be introduced later in this tutorial.

       If you downloaded using a tarball you should have a  directory  called  something  like  ns-allinone-3.27
       under your ~/workspace directory.  Type the following:

          $ ./build.py --enable-examples --enable-tests

       Because  we  are  working  with  examples  and  tests in this tutorial, and because they are not built by
       default in ns-3, the arguments for build.py tells it to build them for us.  The program also defaults  to
       building  all  available modules.  Later, you can build ns-3 without examples and tests, or eliminate the
       modules that are not necessary for your work, if you wish.

       You will see lots of typical compiler output messages displayed as the build script  builds  the  various
       pieces you downloaded.  Eventually you should see the following:

          Waf: Leaving directory `/path/to/workspace/ns-allinone-3.27/ns-3.27/build'
          'build' finished successfully (6m25.032s)

          Modules built:
          antenna                   aodv                      applications
          bridge                    buildings                 config-store
          core                      csma                      csma-layout
          dsdv                      dsr                       energy
          fd-net-device             flow-monitor              internet
          internet-apps             lr-wpan                   lte
          mesh                      mobility                  mpi
          netanim (no Python)       network                   nix-vector-routing
          olsr                      openflow (no Python)      point-to-point
          point-to-point-layout     propagation               sixlowpan
          spectrum                  stats                     tap-bridge
          test (no Python)          topology-read             traffic-control
          uan                       virtual-net-device        visualizer
          wave                      wifi                      wimax

          Modules not built (see ns-3 tutorial for explanation):
          brite                     click

       Regarding the portion about modules not built:

          Modules not built (see ns-3 tutorial for explanation):
          brite                     click

       This  just  means  that  some  ns-3 modules that have dependencies on outside libraries may not have been
       built, or that the configuration specifically asked not to  build  them.   It  does  not  mean  that  the
       simulator  did  not  build  successfully  or that it will provide wrong results for the modules listed as
       being built.

   Building with bake
       If you used bake above to fetch source code from project repositories, you may  continue  to  use  it  to
       build ns-3.  Type

          $ ./bake.py build

       and you should see something like:

          >> Building BRITE - OK
          >> Building nsc-0.5.3 - OK
          >> Building click-ns-3.25 - OK
          ...
          >> Building ns-3.27 - OK

       Hint:  you can also perform both steps, download and build, by calling ``bake.py deploy``.

       There  may  be  failures  to  build all components, but the build will proceed anyway if the component is
       optional.  For example, a common issue at the moment is that castxml may not build  via  the  bake  build
       tool on all platforms; in this case, the line will show:

          >> Building castxml - Problem
          > Problem: Optional dependency, module "castxml" failed
            This may reduce the  functionality of the final build.
            However, bake will continue since "castxml" is not an essential dependency.
            For more information call bake with -v or -vvv, for full verbose mode.

       However,  castxml  is only needed if one wants to generate updated Python bindings, and most users do not
       need to do so (or to do so until they are more involved with ns-3 changes), so  such  warnings  might  be
       safely ignored for now.

       If there happens to be a failure, please have a look at what the following command tells you; it may give
       a hint as to a missing dependency:

          $ ./bake.py show

       This will list out the various dependencies of the packages you are trying to build.

   Building with Waf
       Up to this point, we have used either the build.py script, or the bake tool, to get started with building
       ns-3.   These  tools  are  useful for building ns-3 and supporting libraries, and they call into the ns-3
       directory to call the Waf build tool to do the actual building.  Most users quickly transition  to  using
       Waf  directly  to  configure and build ns-3.  So, to proceed, please change your working directory to the
       ns-3 directory that you have initially built.

       It’s not strictly required at this point, but it will be valuable to take a slight detour and look at how
       to make changes to the configuration of the project.  Probably the most useful configuration  change  you
       can make will be to build the optimized version of the code.  By default you have configured your project
       to  build  the debug version.  Let’s tell the project to make an optimized build.  To explain to Waf that
       it should do optimized builds that include the examples and tests, you will need to execute the following
       commands:

          $ ./waf clean
          $ ./waf configure --build-profile=optimized --enable-examples --enable-tests

       This runs Waf out of the local directory (which is provided as a convenience for you).  The first command
       to clean out the previous build is not typically strictly necessary but is good practice (but  see  Build
       Profiles,  below);  it  will  remove  the  previously built libraries and object files found in directory
       build/.  When the project is reconfigured and the build  system  checks  for  various  dependencies,  you
       should see output that looks similar to the following:

          Setting top to                           : .
          Setting out to                           : build
          Checking for 'gcc' (c compiler)          : /usr/bin/gcc
          Checking for cc version                  : 4.2.1
          Checking for 'g++' (c++ compiler)        : /usr/bin/g++
          Checking boost includes                  : 1_46_1
          Checking boost libs                      : ok
          Checking for boost linkage               : ok
          Checking for click location              : not found
          Checking for program pkg-config          : /sw/bin/pkg-config
          Checking for 'gtk+-2.0' >= 2.12          : yes
          Checking for 'libxml-2.0' >= 2.7         : yes
          Checking for type uint128_t              : not found
          Checking for type __uint128_t            : yes
          Checking high precision implementation   : 128-bit integer (default)
          Checking for header stdint.h             : yes
          Checking for header inttypes.h           : yes
          Checking for header sys/inttypes.h       : not found
          Checking for header sys/types.h          : yes
          Checking for header sys/stat.h           : yes
          Checking for header dirent.h             : yes
          Checking for header stdlib.h             : yes
          Checking for header signal.h             : yes
          Checking for header pthread.h            : yes
          Checking for header stdint.h             : yes
          Checking for header inttypes.h           : yes
          Checking for header sys/inttypes.h       : not found
          Checking for library rt                  : not found
          Checking for header netpacket/packet.h   : not found
          Checking for header sys/ioctl.h          : yes
          Checking for header net/if.h             : not found
          Checking for header net/ethernet.h       : yes
          Checking for header linux/if_tun.h       : not found
          Checking for header netpacket/packet.h   : not found
          Checking for NSC location                : not found
          Checking for 'mpic++'                    : yes
          Checking for 'sqlite3'                   : yes
          Checking for header linux/if_tun.h       : not found
          Checking for program sudo                : /usr/bin/sudo
          Checking for program valgrind            : /sw/bin/valgrind
          Checking for 'gsl'                       : yes
          Checking for compilation flag -Wno-error=deprecated-d... support : ok
          Checking for compilation flag -Wno-error=deprecated-d... support : ok
          Checking for compilation flag -fstrict-aliasing... support       : ok
          Checking for compilation flag -fstrict-aliasing... support       : ok
          Checking for compilation flag -Wstrict-aliasing... support       : ok
          Checking for compilation flag -Wstrict-aliasing... support       : ok
          Checking for program doxygen                                     : /usr/local/bin/doxygen
          ---- Summary of optional NS-3 features:
          Build profile                 : debug
          BRITE Integration             : not enabled (BRITE not enabled (see option --with-brite))
          Build directory               : build
          Build examples                : enabled
          Build tests                   : enabled
          Emulated Net Device           : enabled (<netpacket/packet.h> include not detected)
          Emulation FdNetDevice         : not enabled (needs netpacket/packet.h)
          File descriptor NetDevice     : enabled
          GNU Scientific Library (GSL)  : enabled
          GtkConfigStore                : enabled
          MPI Support                   : enabled
          NS-3 Click Integration        : not enabled (nsclick not enabled (see option --with-nsclick))
          NS-3 OpenFlow Integration     : not enabled (Required boost libraries not found, missing: system, signals, filesystem)
          Network Simulation Cradle     : not enabled (NSC not found (see option --with-nsc))
          PlanetLab FdNetDevice         : not enabled (PlanetLab operating system not detected (see option --force-planetlab))
          PyViz visualizer              : enabled
          Python Bindings               : enabled
          Real Time Simulator           : enabled (librt is not available)
          SQlite stats data output      : enabled
          Tap Bridge                    : not enabled (<linux/if_tun.h> include not detected)
          Tap FdNetDevice               : not enabled (needs linux/if_tun.h)
          Threading Primitives          : enabled
          Use sudo to set suid bit      : not enabled (option --enable-sudo not selected)
          XmlIo                         : enabled
          'configure' finished successfully (1.944s)

       Note  the last part of the above output.  Some ns-3 options are not enabled by default or require support
       from the underlying system to work properly.  For instance, to enable XmlTo, the library libxml-2.0  must
       be  found  on  the  system.   If this library were not found, the corresponding ns-3 feature would not be
       enabled and a message would be displayed.  Note further that there is a feature to use the  program  sudo
       to  set the suid bit of certain programs.  This is not enabled by default and so this feature is reported
       as “not enabled.”  Finally, to reprint this summary of which  optional  features  are  enabled,  use  the
       --check-config option to waf.

       Now go ahead and switch back to the debug build that includes the examples and tests.

          $ ./waf clean
          $ ./waf configure --build-profile=debug --enable-examples --enable-tests

       The  build  system  is now configured and you can build the debug versions of the ns-3 programs by simply
       typing

          $ ./waf

       Okay, sorry, I made you build the ns-3 part of the system twice, but now  you  know  how  to  change  the
       configuration and build optimized code.

       A command exists for checking which profile is currently active for an already configured project:

          $ ./waf --check-profile
          Waf: Entering directory \`/path/to/ns-3-allinone/ns-3.27/build'
          Build profile: debug

       The  build.py  script discussed above supports also the --enable-examples and enable-tests arguments, but
       in general, does not directly support other waf options; for example, this will not work:

          $ ./build.py --disable-python

       will result in

          build.py: error: no such option: --disable-python

       However, the special operator -- can be used to pass additional options through to waf, so instead of the
       above, the following will work:

          $ ./build.py -- --disable-python

       as it generates the underlying command ./waf configure --disable-python.

       Here are a few more introductory tips about Waf.

   Configure vs. Build
       Some Waf commands are only meaningful during the configure phase and some commands are valid in the build
       phase.  For example, if you wanted to use the emulation features  of  ns-3,  you  might  want  to  enable
       setting  the  suid bit using sudo as described above.  This turns out to be a configuration-time command,
       and so you could reconfigure using the following command that also includes the examples and tests.

          $ ./waf configure --enable-sudo --enable-examples --enable-tests

       If you do this, Waf will have run sudo to change the socket creator programs of the emulation code to run
       as root.

       There are many other configure- and build-time options available in Waf.  To explore these options, type:

          $ ./waf --help

       We’ll use some of the testing-related commands in the next section.

   Build Profiles
       We already saw how you can configure Waf for debug or optimized builds:

          $ ./waf --build-profile=debug

       There is also an intermediate build profile, release.  -d is a synonym for --build-profile.

       The build profile controls the use of logging, assertions, and compiler optimization:
      ──────────────────────────────────────────────────────────────────────────────────────────────────────────
        Feature              Build Profile
      ──────────────────────────────────────────────────────────────────────────────────────────────────────────
        debug                release                   optimized
      ──────────────────────────────────────────────────────────────────────────────────────────────────────────
        Enabled Features     NS3_BUILD_PROFILE_DEBUG   NS3_BUILD_PROFILE_RELEASE   NS3_BUILD_PROFILE_OPTIMIZED
                             NS_LOG...
                             NS_ASSERT...
      ──────────────────────────────────────────────────────────────────────────────────────────────────────────
        Code Wrapper Macro   NS_BUILD_DEBUG(code)      NS_BUILD_RELEASE(code)      NS_BUILD_OPTIMIZED(code)
      ──────────────────────────────────────────────────────────────────────────────────────────────────────────
        Compiler Flags       -O0 -ggdb -g3             -O3                   -g0   -O3   -g  -fstrict-overflow
                                                       -fomit-frame-pointer        -march=native
      ┌────────────────────┬─────────────────────────┬───────────────────────────┬─────────────────────────────┐
      │                    │                         │                           │                             │
--

CONCEPTUAL OVERVIEW

       The  first thing we need to do before actually starting to look at or write ns-3 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 ns-3.

   Node
       In Internet jargon, a computing device that connects to a network is called a host or  sometimes  an  end
       system.  Because ns-3 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 ns-3 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 ns-3.

   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 ns-3 there is no real concept of operating system and
       especially no concept of privilege levels or  system  calls.   We  do,  however,  have  the  idea  of  an
       application.   Just  as software applications run on computers to perform tasks in the “real world,” ns-3
       applications run on ns-3 Nodes to drive simulations in the simulated world.

       In ns-3 the basic abstraction for a user program that generates some activity  to  be  simulated  is  the
       application.   This  abstraction  is  represented in C++ by the class 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  ns-3,  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 computer 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 ns-3 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 ns-3 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  ns-3,  we provide what we call topology helpers to make this as easy as possible.  For
       example, it may take many distinct ns-3 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 ns-3 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       examples       scratch        utils      waf.bat*
          bindings      LICENSE        src            utils.py   waf-tools
          build         ns3            test.py*       utils.pyc  wscript
          CHANGES.html  README         testpy-output  VERSION    wutils.py
          doc           RELEASE_NOTES  testpy.supp    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 ns-3 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
       ns-3 coding standard as described in the file doc/codingstd.txt or shown on the project web page here.

       We  recommend  that  you,  well,  just get used to the look and feel of ns-3 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  ns-3  simulator  is licensed using the GNU General Public License.  You will see the appropriate GNU
       legalese at the head of every file in the ns-3 distribution.  Often you will see a copyright  notice  for
       one of the institutions involved in the ns-3 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/network-module.h"
          #include "ns3/internet-module.h"
          #include "ns3/point-to-point-module.h"
          #include "ns3/applications-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 ns-3 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-examples --enable-tests configure

       in order to configure the project to perform debug builds that include examples and 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 ns-3 project is implemented in a C++ namespace called ns3.  This groups all ns-3-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 ns-3 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 ns-3 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, you will find a link to “Documentation” in the navigation
       bar.  If you select this link, you will be taken to our documentation page. There is a  link  to  “Latest
       Release”  that  will  take you to the documentation for the latest stable release of ns-3.  If you select
       the “API Documentation” link, you will be taken to the ns-3 API documentation page.

       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 ns-3 navigation tree.  If you expand Modules you
       will see a list of ns-3 module documentation.  The concept of module here ties directly into  the  module
       include  files  discussed above.  The ns-3 logging subsystem is discussed in the UsingLogging section, so
       we’ll get to it later in this tutorial, but you can find out about the above statement by looking at  the
       Core  module,  then  expanding  the  Debugging tools book, and then selecting the Logging page.  Click on
       Logging.

       You should now be looking at the Doxygen documentation for the Logging module.  In the list  of  Macros’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 ns-3 script is just a C++ program.

       The next line sets the time resolution to one nanosecond, which happens to be the default value:

          Time::SetResolution (Time::NS);

       The  resolution is the smallest time value that can be represented (as well as the smallest representable
       difference between two time values).  You can change the resolution exactly once.  The mechanism enabling
       this flexibility is somewhat memory hungry, so once the resolution has been set explicitly we release the
       memory, preventing further updates.   (If you don’t set the resolution explicitly, it will default to one
       nanosecond, and the memory will be released when the simulation starts.)

       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 ns-3 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 ns-3
       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 ns-3 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 ns-3 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  ns-3  objects  have  similar lists of
       Attributes.  We use this mechanism to easily configure simulations without recompiling as you will see in
       a following section.

       Similar to the “DataRate” on the 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 propagation
       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 ns-3 system actually remembers all of the IP
       addresses allocated and will generate a fatal error if you accidentally cause  the  same  address  to  be
       generated twice (which is a very hard to debug error, by the way).

       The next line of code,

          Ipv4InterfaceContainer interfaces = address.Assign (devices);

       performs  the  actual  address  assignment.   In ns-3 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   ns-3   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 ns-3 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 (1.0)));
          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 ns-3 code) executed, they arranged it so that hooks were inserted in the
       simulator to destroy all of the objects that were created.  You did not have to  keep  track  of  any  of
       these objects yourself — all you had to do was to call Simulator::Destroy and exit.  The ns-3 system took
       care of the hard part for you.  The remaining lines of our first ns-3 script, first.cc, do just that:

            Simulator::Destroy ();
            return 0;
          }

   When the simulator will stop?
       ns-3 is a Discrete Event (DE) simulator. In such a simulator, each event is associated with its execution
       time,  and  the simulation proceeds by executing events in the temporal order of simulation time.  Events
       may cause future events to be scheduled (for example, a timer may reschedule itself to expire at the next
       interval).

       The initial events are usually triggered by each object, e.g., IPv6 will schedule Router  Advertisements,
       Neighbor Solicitations, etc., an Application schedule the first packet sending event, etc.

       When  an  event is processed, it may generate zero, one or more events.  As a simulation executes, events
       are consumed, but more events may (or may not) be generated.  The simulation will stop automatically when
       no further events are in the event queue, or when a special Stop  event  is  found.  The  Stop  event  is
       created through the Simulator::Stop (stopTime); function.

       There  is a typical case where Simulator::Stop is absolutely necessary to stop the simulation: when there
       is a self-sustaining event.  Self-sustaining (or recurring) events  are  events  that  always  reschedule
       themselves. As a consequence, they always keep the event queue non-empty.

       There are many protocols and modules containing recurring events, e.g.:

       • FlowMonitor - periodic check for lost packets

       • RIPng - periodic broadcast of routing tables update

       • etc.

       In  these  cases, Simulator::Stop is necessary to gracefully stop the simulation.  In addition, when ns-3
       is in emulation mode, the RealtimeSimulator is used to keep the simulation clock aligned with the machine
       clock, and Simulator::Stop is necessary to stop the process.

       Many of the simulation programs in the tutorial do not explicitly call Simulator::Stop, since  the  event
       queue  will  automatically  run  out  of  events.   However,  these  programs  will also accept a call to
       Simulator::Stop.  For example, the following additional statement  in  the  first  example  program  will
       schedule an explicit stop at 11 seconds:

          +  Simulator::Stop (Seconds (11.0));
             Simulator::Run ();
             Simulator::Destroy ();
             return 0;
           }

       The  above  will  not  actually  change  the  behavior  of this program, since this particular simulation
       naturally ends after 10 seconds.  But if you were to change the stop time in the above statement from  11
       seconds  to  1  second,  you  would  notice that the simulation stops before any output is printed to the
       screen (since the output occurs around time 2 seconds of simulation time).

       It is important to call Simulator::Stop before  calling  Simulator::Run;  otherwise,  Simulator::Run  may
       never return control to the main program to execute the stop!

   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 ns-3 helpers you may want to have a look at some of the source code
       that implements that functionality.  The most recent code can  be  browsed  on  our  web  server  at  the
       following  link:  http://code.nsnam.org/ns-3-dev.  There, you will see the Mercurial summary page for our
       ns-3 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                               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
       subdirectories.   One  of  the  files in tutorial subdirectory 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/applications/helper
       directory.  Feel free to poke around in the directory tree to get a feel for what is there and the  style
       of ns-3 programs.

TWEAKING

   Using the Logging Module
       We  have  already taken a brief look at the ns-3 logging module while going over the first.cc script.  We
       will now take a closer look and see what kind of use-cases the logging subsystem was designed to cover.

   Logging Overview
       Many large systems support some kind of message logging facility, and ns-3 is not an exception.  In  some
       cases, only error messages are logged to the “operator console” (which is typically stderr in Unix- based
       systems).   In  other  systems,  warning  messages  may  be output as well as more detailed informational
       messages.  In some cases, logging facilities are used to output debug messages which can quickly turn the
       output into a blur.

       ns-3 takes the view that all  of  these  verbosity  levels  are  useful  and  we  provide  a  selectable,
       multi-level   approach   to   message  logging.   Logging  can  be  disabled  completely,  enabled  on  a
       component-by-component basis, or enabled globally; and it provides selectable verbosity levels.  The ns-3
       log module provides a straightforward, relatively easy to use way to get useful information out  of  your
       simulation.

       You  should understand that we do provide a general purpose mechanism — tracing — to get data out of your
       models which should be preferred for simulation output (see the tutorial section Using the Tracing System
       for more details on our  tracing  system).   Logging  should  be  preferred  for  debugging  information,
       warnings,  error  messages,  or  any  time  you want to easily get a quick message out of your scripts or
       models.

       There are currently seven levels of log messages of increasing verbosity defined in the system.

       • LOG_ERROR — Log error messages (associated macro: NS_LOG_ERROR);

       • LOG_WARN — Log warning messages (associated macro: NS_LOG_WARN);

       • LOG_DEBUG — Log relatively rare, ad-hoc debugging messages (associated macro: NS_LOG_DEBUG);

       • LOG_INFO — Log informational messages about program progress (associated macro: NS_LOG_INFO);

       • LOG_FUNCTION — Log a message describing each function called (two associated  macros:  NS_LOG_FUNCTION,
         used for member functions, and NS_LOG_FUNCTION_NOARGS, used for static functions);

       • LOG_LOGIC – Log messages describing logical flow within a function (associated macro: NS_LOG_LOGIC);

       • LOG_ALL — Log everything mentioned above (no associated macro).

       For  each LOG_TYPE there is also LOG_LEVEL_TYPE that, if used, enables logging of all the levels above it
       in addition to it’s level.  (As a consequence of this, LOG_ERROR and LOG_LEVEL_ERROR and also LOG_ALL and
       LOG_LEVEL_ALL are functionally equivalent.)  For example, enabling LOG_INFO  will  only  enable  messages
       provided  by  NS_LOG_INFO  macro,  while  enabling  LOG_LEVEL_INFO  will also enable messages provided by
       NS_LOG_DEBUG, NS_LOG_WARN and NS_LOG_ERROR macros.

       We also provide an unconditional logging macro that is always displayed, irrespective of  logging  levels
       or component selection.

       • NS_LOG_UNCOND – Log the associated message unconditionally (no associated log level).

       Each  level  can be requested singly or cumulatively; and logging can be set up using a shell environment
       variable (NS_LOG) or by logging system function call.  As was seen earlier in the tutorial,  the  logging
       system  has Doxygen documentation and now would be a good time to peruse the Logging Module documentation
       if you have not done so.

       Now that you have read the documentation in great detail, let’s use some of that knowledge  to  get  some
       interesting information out of the scratch/myfirst.cc example script you have already built.

   Enabling Logging
       Let’s  use  the  NS_LOG  environment  variable  to  turn on some more logging, but first, just to get our
       bearings, go ahead and run the last script just as you did previously,

          $ ./waf --run scratch/myfirst

       You should see the now familiar output of the first ns-3 example program

          $ 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 (0.413s)
          Sent 1024 bytes to 10.1.1.2
          Received 1024 bytes from 10.1.1.1
          Received 1024 bytes from 10.1.1.2

       It turns out that the “Sent” and “Received” messages you see above are actually logging messages from the
       UdpEchoClientApplication and UdpEchoServerApplication.  We can ask the client application,  for  example,
       to print more information by setting its logging level via the NS_LOG environment variable.

       I  am  going  to  assume  from  here on that you are using an sh-like shell that uses the”VARIABLE=value”
       syntax.  If you are using a csh-like shell, then you will have to convert  my  examples  to  the  “setenv
       VARIABLE value” syntax required by those shells.

       Right   now,  the  UDP  echo  client  application  is  responding  to  the  following  line  of  code  in
       scratch/myfirst.cc,

          LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);

       This line of code enables the LOG_LEVEL_INFO level of logging.  When we pass a logging level flag, we are
       actually enabling the given level and all lower levels.  In  this  case,  we  have  enabled  NS_LOG_INFO,
       NS_LOG_DEBUG,  NS_LOG_WARN  and NS_LOG_ERROR.  We can increase the logging level and get more information
       without changing the script and recompiling by setting the NS_LOG environment variable like this:

          $ export NS_LOG=UdpEchoClientApplication=level_all

       This sets the shell environment variable NS_LOG to the string,

          UdpEchoClientApplication=level_all

       The left hand side of the assignment is the name of the logging component we want to set, and  the  right
       hand  side is the flag we want to use.  In this case, we are going to turn on all of the debugging levels
       for the application.  If you run the script with NS_LOG set this way, the ns-3 logging system  will  pick
       up the change and you should see the following 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 (0.404s)
          UdpEchoClientApplication:UdpEchoClient()
          UdpEchoClientApplication:SetDataSize(1024)
          UdpEchoClientApplication:StartApplication()
          UdpEchoClientApplication:ScheduleTransmit()
          UdpEchoClientApplication:Send()
          Sent 1024 bytes to 10.1.1.2
          Received 1024 bytes from 10.1.1.1
          UdpEchoClientApplication:HandleRead(0x6241e0, 0x624a20)
          Received 1024 bytes from 10.1.1.2
          UdpEchoClientApplication:StopApplication()
          UdpEchoClientApplication:DoDispose()
          UdpEchoClientApplication:~UdpEchoClient()

       The  additional  debug  information  provided by the application is from the NS_LOG_FUNCTION level.  This
       shows every time a function in the application is called during script execution.  Generally, use of  (at
       least)  NS_LOG_FUNCTION(this)  in  member  functions  is  preferred. Use NS_LOG_FUNCTION_NOARGS() only in
       static functions.  Note, however, that there are no requirements in the  ns-3  system  that  models  must
       support  any particular logging  functionality.  The decision regarding how much information is logged is
       left to the individual model developer.  In the case of the echo applications, a good deal of log  output
       is available.

       You  can  now see a log of the function calls that were made to the application.  If you look closely you
       will notice a single colon between the string UdpEchoClientApplication and  the  method  name  where  you
       might have expected a C++ scope operator (::).  This is intentional.

       The  name  is  not  actually  a  class  name, it is a logging component name.  When there is a one-to-one
       correspondence between a source file and a class, this will generally be the class name  but  you  should
       understand  that  it  is not actually a class name, and there is a single colon there instead of a double
       colon to remind you in a relatively subtle way to conceptually separate the logging component  name  from
       the class name.

       It  turns  out  that  in  some  cases,  it can be hard to determine which method actually generates a log
       message.  If you look in the text above, you may wonder  where  the  string  “Received  1024  bytes  from
       10.1.1.2”  comes  from.  You can resolve this by OR’ing the prefix_func level into the NS_LOG environment
       variable.  Try doing the following,

          $ export 'NS_LOG=UdpEchoClientApplication=level_all|prefix_func'

       Note that the quotes are required since the vertical bar we use to indicate an OR  operation  is  also  a
       Unix pipe connector.

       Now,  if  you  run the script you will see that the logging system makes sure that every message from the
       given log component is prefixed with the component name.

          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 (0.417s)
          UdpEchoClientApplication:UdpEchoClient()
          UdpEchoClientApplication:SetDataSize(1024)
          UdpEchoClientApplication:StartApplication()
          UdpEchoClientApplication:ScheduleTransmit()
          UdpEchoClientApplication:Send()
          UdpEchoClientApplication:Send(): Sent 1024 bytes to 10.1.1.2
          Received 1024 bytes from 10.1.1.1
          UdpEchoClientApplication:HandleRead(0x6241e0, 0x624a20)
          UdpEchoClientApplication:HandleRead(): Received 1024 bytes from 10.1.1.2
          UdpEchoClientApplication:StopApplication()
          UdpEchoClientApplication:DoDispose()
          UdpEchoClientApplication:~UdpEchoClient()

       You can now see all of the messages coming from the UDP echo client application are identified  as  such.
       The  message “Received 1024 bytes from 10.1.1.2” is now clearly identified as coming from the echo client
       application.  The remaining message must be coming from the UDP echo server application.  We  can  enable
       that component by entering a colon separated list of components in the NS_LOG environment variable.

          $ export 'NS_LOG=UdpEchoClientApplication=level_all|prefix_func:
                         UdpEchoServerApplication=level_all|prefix_func'

       Warning:   You  will need to remove the newline after the : in the example text above which is only there
       for document formatting purposes.

       Now, if you run the script you will see all of the log messages from both  the  echo  client  and  server
       applications.  You may see that this can be very useful in debugging problems.

          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 (0.406s)
          UdpEchoServerApplication:UdpEchoServer()
          UdpEchoClientApplication:UdpEchoClient()
          UdpEchoClientApplication:SetDataSize(1024)
          UdpEchoServerApplication:StartApplication()
          UdpEchoClientApplication:StartApplication()
          UdpEchoClientApplication:ScheduleTransmit()
          UdpEchoClientApplication:Send()
          UdpEchoClientApplication:Send(): Sent 1024 bytes to 10.1.1.2
          UdpEchoServerApplication:HandleRead(): Received 1024 bytes from 10.1.1.1
          UdpEchoServerApplication:HandleRead(): Echoing packet
          UdpEchoClientApplication:HandleRead(0x624920, 0x625160)
          UdpEchoClientApplication:HandleRead(): Received 1024 bytes from 10.1.1.2
          UdpEchoServerApplication:StopApplication()
          UdpEchoClientApplication:StopApplication()
          UdpEchoClientApplication:DoDispose()
          UdpEchoServerApplication:DoDispose()
          UdpEchoClientApplication:~UdpEchoClient()
          UdpEchoServerApplication:~UdpEchoServer()

       It  is  also  sometimes useful to be able to see the simulation time at which a log message is generated.
       You can do this by ORing in the prefix_time bit.

          $ export 'NS_LOG=UdpEchoClientApplication=level_all|prefix_func|prefix_time:
                         UdpEchoServerApplication=level_all|prefix_func|prefix_time'

       Again, you will have to remove the newline above.  If  you  run  the  script  now,  you  should  see  the
       following 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)
          0s UdpEchoServerApplication:UdpEchoServer()
          0s UdpEchoClientApplication:UdpEchoClient()
          0s UdpEchoClientApplication:SetDataSize(1024)
          1s UdpEchoServerApplication:StartApplication()
          2s UdpEchoClientApplication:StartApplication()
          2s UdpEchoClientApplication:ScheduleTransmit()
          2s UdpEchoClientApplication:Send()
          2s UdpEchoClientApplication:Send(): Sent 1024 bytes to 10.1.1.2
          2.00369s UdpEchoServerApplication:HandleRead(): Received 1024 bytes from 10.1.1.1
          2.00369s UdpEchoServerApplication:HandleRead(): Echoing packet
          2.00737s UdpEchoClientApplication:HandleRead(0x624290, 0x624ad0)
          2.00737s UdpEchoClientApplication:HandleRead(): Received 1024 bytes from 10.1.1.2
          10s UdpEchoServerApplication:StopApplication()
          10s UdpEchoClientApplication:StopApplication()
          UdpEchoClientApplication:DoDispose()
          UdpEchoServerApplication:DoDispose()
          UdpEchoClientApplication:~UdpEchoClient()
          UdpEchoServerApplication:~UdpEchoServer()

       You  can  see  that  the  constructor for the UdpEchoServer was called at a simulation time of 0 seconds.
       This is actually happening before the simulation starts, but the time is displayed as zero seconds.   The
       same is true for the UdpEchoClient constructor message.

       Recall  that  the  scratch/first.cc  script  started  the  echo server application at one second into the
       simulation.  You can now see that the StartApplication method of the server is, in fact,  called  at  one
       second.  You can also see that the echo client application is started at a simulation time of two seconds
       as we requested in the script.

       You can now follow the progress of the simulation from the ScheduleTransmit call in the client that calls
       Send  to  the  HandleRead  callback  in  the echo server application.  Note that the elapsed time for the
       packet to be sent across the point-to-point link is 3.69 milliseconds.  You see the echo server logging a
       message telling you that it has echoed the packet and then, after another channel delay, you see the echo
       client receive the echoed packet in its HandleRead method.

       There is a lot that is happening under the covers in this simulation that you are  not  seeing  as  well.
       You  can very easily follow the entire process by turning on all of the logging components in the system.
       Try setting the NS_LOG variable to the following,

          $ export 'NS_LOG=*=level_all|prefix_func|prefix_time'

       The asterisk above is the logging component wildcard.  This will turn on all of the logging in all of the
       components used in the simulation.  I won’t reproduce the output here (as of  this  writing  it  produces
       1265  lines  of  output for the single packet echo) but you can redirect this information into a file and
       look through it with your favorite editor if you like,

          $ ./waf --run scratch/myfirst > log.out 2>&1

       I personally use this extremely verbose version of logging when I am presented with a problem and I  have
       no  idea where things are going wrong.  I can follow the progress of the code quite easily without having
       to set breakpoints and step through code in a debugger.  I can just edit up the  output  in  my  favorite
       editor  and search around for things I expect, and see things happening that I don’t expect.  When I have
       a general idea about what is going wrong, I transition into a debugger for a fine-grained examination  of
       the  problem.   This  kind  of output can be especially useful when your script does something completely
       unexpected.  If you are stepping using a debugger  you  may  miss  an  unexpected  excursion  completely.
       Logging the excursion makes it quickly visible.

   Adding Logging to your Code
       You  can  add  new  logging  to your simulations by making calls to the log component via several macros.
       Let’s do so in the myfirst.cc script we have in the scratch directory.

       Recall that we have defined a logging component in that script:

          NS_LOG_COMPONENT_DEFINE ("FirstScriptExample");

       You now know that you can enable all of the logging for this component by setting the NS_LOG  environment
       variable  to  the  various levels.  Let’s go ahead and add some logging to the script.  The macro used to
       add an informational level log message is NS_LOG_INFO.  Go ahead  and  add  one  (just  before  we  start
       creating  the nodes) that tells you that the script is “Creating Topology.”  This is done as in this code
       snippet,

       Open scratch/myfirst.cc in your favorite editor and add the line,

          NS_LOG_INFO ("Creating Topology");

       right before the lines,

          NodeContainer nodes;
          nodes.Create (2);

       Now build the script using waf and clear the NS_LOG variable to  turn  off  the  torrent  of  logging  we
       previously enabled:

          $ ./waf
          $ export NS_LOG=

       Now, if you run the script,

          $ ./waf --run scratch/myfirst

       you  will  not  see  your new message since its associated logging component (FirstScriptExample) has not
       been enabled.  In order to see your message you  will  have  to  enable  the  FirstScriptExample  logging
       component  with  a  level  greater than or equal to NS_LOG_INFO.  If you just want to see this particular
       level of logging, you can enable it by,

          $ export NS_LOG=FirstScriptExample=info

       If you now run the script you will see your new “Creating Topology” log message,

          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 (0.404s)
          Creating Topology
          Sent 1024 bytes to 10.1.1.2
          Received 1024 bytes from 10.1.1.1
          Received 1024 bytes from 10.1.1.2

   Using Command Line Arguments
   Overriding Default Attributes
       Another way you can change how ns-3 scripts behave without editing  and  building  is  via  command  line
       arguments.  We provide a mechanism to parse command line arguments and automatically set local and global
       variables based on those arguments.

       The  first step in using the command line argument system is to declare the command line parser.  This is
       done quite simply (in your main program) as in the following code,

          int
          main (int argc, char *argv[])
          {
            ...

            CommandLine cmd;
            cmd.Parse (argc, argv);

            ...
          }

       This simple two line snippet is actually very useful by itself.  It opens the door  to  the  ns-3  global
       variable and Attribute systems.  Go ahead and add that two lines of code to the scratch/myfirst.cc script
       at  the  start  of  main.   Go  ahead and build the script and run it, but ask the script for help in the
       following way,

          $ ./waf --run "scratch/myfirst --PrintHelp"

       This will ask Waf to run the scratch/myfirst script and pass the command line argument --PrintHelp to the
       script.  The quotes are required to sort out which program gets which argument.  The command line  parser
       will now see the --PrintHelp argument and respond with,

          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 (0.413s)
          TcpL4Protocol:TcpStateMachine()
          CommandLine:HandleArgument(): Handle arg name=PrintHelp value=
          --PrintHelp: Print this help message.
          --PrintGroups: Print the list of groups.
          --PrintTypeIds: Print all TypeIds.
          --PrintGroup=[group]: Print all TypeIds of group.
          --PrintAttributes=[typeid]: Print all attributes of typeid.
          --PrintGlobals: Print the list of globals.

       Let’s  focus  on the --PrintAttributes option.  We have already hinted at the ns-3 Attribute system while
       walking through the first.cc script.  We looked at the following lines of code,

          PointToPointHelper pointToPoint;
          pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
          pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));

       and mentioned that DataRate was actually an  Attribute  of  the  PointToPointNetDevice.   Let’s  use  the
       command  line  argument  parser  to take a look at the Attributes of the PointToPointNetDevice.  The help
       listing says that we should provide a TypeId.  This corresponds to the class name of the class  to  which
       the Attributes belong.  In this case it will be ns3::PointToPointNetDevice.  Let’s go ahead and type in,

          $ ./waf --run "scratch/myfirst --PrintAttributes=ns3::PointToPointNetDevice"

       The  system  will  print  out all of the Attributes of this kind of net device.  Among the Attributes you
       will see listed is,

          --ns3::PointToPointNetDevice::DataRate=[32768bps]:
            The default data rate for point to point links

       This is the default value that will be used when a PointToPointNetDevice is created in  the  system.   We
       overrode  this default with the Attribute setting in the PointToPointHelper above.  Let’s use the default
       values for the point-to-point devices and channels  by  deleting  the  SetDeviceAttribute  call  and  the
       SetChannelAttribute call from the myfirst.cc we have in the scratch directory.

       Your  script  should  now  just  declare  the  PointToPointHelper and not do any set operations as in the
       following example,

          ...

          NodeContainer nodes;
          nodes.Create (2);

          PointToPointHelper pointToPoint;

          NetDeviceContainer devices;
          devices = pointToPoint.Install (nodes);

          ...

       Go ahead and build the new script with Waf (./waf) and let’s go back and enable some logging from the UDP
       echo server application and turn on the time prefix.

          $ export 'NS_LOG=UdpEchoServerApplication=level_all|prefix_time'

       If you run the script, you should now see the following 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 (0.405s)
          0s UdpEchoServerApplication:UdpEchoServer()
          1s UdpEchoServerApplication:StartApplication()
          Sent 1024 bytes to 10.1.1.2
          2.25732s Received 1024 bytes from 10.1.1.1
          2.25732s Echoing packet
          Received 1024 bytes from 10.1.1.2
          10s UdpEchoServerApplication:StopApplication()
          UdpEchoServerApplication:DoDispose()
          UdpEchoServerApplication:~UdpEchoServer()

       Recall that the last time we looked at the simulation time at which the packet was received by  the  echo
       server, it was at 2.00369 seconds.

          2.00369s UdpEchoServerApplication:HandleRead(): Received 1024 bytes from 10.1.1.1

       Now  it is receiving the packet at 2.25732 seconds.  This is because we just dropped the data rate of the
       PointToPointNetDevice down to its default of 32768 bits per second from five megabits per second.

       If we were to provide a new DataRate using the command line, we could speed our simulation up again.   We
       do this in the following way, according to the formula implied by the help item:

          $ ./waf --run "scratch/myfirst --ns3::PointToPointNetDevice::DataRate=5Mbps"

       This  will  set  the  default  value of the DataRate Attribute back to five megabits per second.  Are you
       surprised by the result?  It turns out that in order to get the original behavior of the script back,  we
       will  have to set the speed-of-light delay of the channel as well.  We can ask the command line system to
       print out the Attributes of the channel just like we did for the net device:

          $ ./waf --run "scratch/myfirst --PrintAttributes=ns3::PointToPointChannel"

       We discover the Delay Attribute of the channel is set in the following way:

          --ns3::PointToPointChannel::Delay=[0ns]:
            Transmission delay through the channel

       We can then set both of these default values through the command line system,

          $ ./waf --run "scratch/myfirst
            --ns3::PointToPointNetDevice::DataRate=5Mbps
            --ns3::PointToPointChannel::Delay=2ms"

       in which case we recover the timing we had when we explicitly set the DataRate and Delay in the script:

          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 (0.417s)
          0s UdpEchoServerApplication:UdpEchoServer()
          1s UdpEchoServerApplication:StartApplication()
          Sent 1024 bytes to 10.1.1.2
          2.00369s Received 1024 bytes from 10.1.1.1
          2.00369s Echoing packet
          Received 1024 bytes from 10.1.1.2
          10s UdpEchoServerApplication:StopApplication()
          UdpEchoServerApplication:DoDispose()
          UdpEchoServerApplication:~UdpEchoServer()

       Note that the packet is again received by the server at 2.00369 seconds.  We could actually  set  any  of
       the  Attributes  used  in the script in this way.  In particular we could set the UdpEchoClient Attribute
       MaxPackets to some other value than one.

       How would you go about that?  Give it a try.  Remember you have to comment out the place we override  the
       default Attribute and explicitly set MaxPackets in the script.  Then you have to rebuild the script.  You
       will  also have to find the syntax for actually setting the new default attribute value using the command
       line help facility.  Once you have this figured out you should be able to control the number  of  packets
       echoed  from  the command line.  Since we’re nice folks, we’ll tell you that your command line should end
       up looking something like,

          $ ./waf --run "scratch/myfirst
            --ns3::PointToPointNetDevice::DataRate=5Mbps
            --ns3::PointToPointChannel::Delay=2ms
            --ns3::UdpEchoClient::MaxPackets=2"

       A natural question to arise at this point is how to learn about the existence of all of these attributes.
       Again, the command line help facility has a feature for this.  If we ask for command line help we  should
       see:

          $ ./waf --run "scratch/myfirst --PrintHelp"
          myfirst [Program Arguments] [General Arguments]

          General Arguments:
            --PrintGlobals:              Print the list of globals.
            --PrintGroups:               Print the list of groups.
            --PrintGroup=[group]:        Print all TypeIds of group.
            --PrintTypeIds:              Print all TypeIds.
            --PrintAttributes=[typeid]:  Print all attributes of typeid.
            --PrintHelp:                 Print this help message.

       If  you  select  the  “PrintGroups” argument, you should see a list of all registered TypeId groups.  The
       group names are aligned with the module names in the source directory (although with  a  leading  capital
       letter).  Printing out all of the information at once would be too much, so a further filter is available
       to print information on a per-group basis.   So, focusing again on the point-to-point module:

          ./waf --run "scratch/myfirst --PrintGroup=PointToPoint"
          TypeIds in group PointToPoint:
            ns3::PointToPointChannel
            ns3::PointToPointNetDevice
            ns3::PointToPointRemoteChannel
            ns3::PppHeader

       and  from  here,  one  can  find  the  possible  TypeId  names  to  search for attributes, such as in the
       --PrintAttributes=ns3::PointToPointChannel example shown above.

       Another way to find out about attributes is through the ns-3 Doxygen; there is a page that lists out  all
       of the registered attributes in the simulator.

   Hooking Your Own Values
       You  can  also  add  your  own  hooks to the command line system.  This is done quite simply by using the
       AddValue method to the command line parser.

       Let’s use this facility to specify the number of packets to echo in a completely  different  way.   Let’s
       add  a  local  variable  called  nPackets  to the main function.  We’ll initialize it to one to match our
       previous default behavior.  To allow the command line parser to change this value, we need  to  hook  the
       value  into  the  parser.   We  do  this  by  adding  a  call  to  AddValue.   Go  ahead  and  change the
       scratch/myfirst.cc script to start with the following code,

          int
          main (int argc, char *argv[])
          {
            uint32_t nPackets = 1;

            CommandLine cmd;
            cmd.AddValue("nPackets", "Number of packets to echo", nPackets);
            cmd.Parse (argc, argv);

            ...

       Scroll down to the point in the script where we set the MaxPackets Attribute and change it so that it  is
       set to the variable nPackets instead of the constant 1 as is shown below.

          echoClient.SetAttribute ("MaxPackets", UintegerValue (nPackets));

       Now  if  you  run  the script and provide the --PrintHelp argument, you should see your new User Argument
       listed in the help display.

       Try,

          $ ./waf --run "scratch/myfirst --PrintHelp"

          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 (0.403s)
          --PrintHelp: Print this help message.
          --PrintGroups: Print the list of groups.
          --PrintTypeIds: Print all TypeIds.
          --PrintGroup=[group]: Print all TypeIds of group.
          --PrintAttributes=[typeid]: Print all attributes of typeid.
          --PrintGlobals: Print the list of globals.
          User Arguments:
              --nPackets: Number of packets to echo

       If you want to specify the number of packets to echo, you  can  now  do  so  by  setting  the  --nPackets
       argument in the command line,

          $ ./waf --run "scratch/myfirst --nPackets=2"

       You should now see

          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 (0.404s)
          0s UdpEchoServerApplication:UdpEchoServer()
          1s UdpEchoServerApplication:StartApplication()
          Sent 1024 bytes to 10.1.1.2
          2.25732s Received 1024 bytes from 10.1.1.1
          2.25732s Echoing packet
          Received 1024 bytes from 10.1.1.2
          Sent 1024 bytes to 10.1.1.2
          3.25732s Received 1024 bytes from 10.1.1.1
          3.25732s Echoing packet
          Received 1024 bytes from 10.1.1.2
          10s UdpEchoServerApplication:StopApplication()
          UdpEchoServerApplication:DoDispose()
          UdpEchoServerApplication:~UdpEchoServer()

       You have now echoed two packets.  Pretty easy, isn’t it?

       You  can see that if you are an ns-3 user, you can use the command line argument system to control global
       values and Attributes.  If you are a model author, you can add new Attributes to your  Objects  and  they
       will  automatically be available for setting by your users through the command line system.  If you are a
       script author, you can add new variables to your scripts and hook them into the command line system quite
       painlessly.

   Using the Tracing System
       The whole point of simulation is to generate output for further study, and the ns-3 tracing system  is  a
       primary  mechanism for this.  Since ns-3 is a C++ program, standard facilities for generating output from
       C++ programs could be used:

          #include <iostream>
          ...
          int main ()
          {
            ...
            std::cout << "The value of x is " << x << std::endl;
            ...
          }

       You could even use the logging module to add a  little  structure  to  your  solution.   There  are  many
       well-known  problems  generated  by  such  approaches  and  so  we  have provided a generic event tracing
       subsystem to address the issues we thought were important.

       The basic goals of the ns-3 tracing system are:

       • For basic tasks, the tracing system should allow the user to  generate  standard  tracing  for  popular
         tracing sources, and to customize which objects generate the tracing;

       • Intermediate  users must be able to extend the tracing system to modify the output format generated, or
         to insert new tracing sources, without modifying the core of the simulator;

       • Advanced users can modify the simulator core to add new tracing sources and sinks.

       The ns-3 tracing system is built on the concepts of independent tracing sources and tracing sinks, and  a
       uniform  mechanism  for  connecting  sources to sinks.  Trace sources are entities that can signal events
       that happen in a simulation and provide access to interesting underlying  data.   For  example,  a  trace
       source could indicate when a packet is received by a net device and provide access to the packet contents
       for interested trace sinks.

       Trace  sources  are  not  useful  by  themselves,  they  must be “connected” to other pieces of code that
       actually do something useful with the information provided by the sink.  Trace sinks are consumers of the
       events and data provided by the trace sources.  For example, one could create a  trace  sink  that  would
       (when  connected to the trace source of the previous example) print out interesting parts of the received
       packet.

       The rationale for this explicit division is to allow users to attach  new  types  of  sinks  to  existing
       tracing  sources, without requiring editing and recompilation of the core of the simulator.  Thus, in the
       example above, a user could define a new tracing sink in her script and attach it to an existing  tracing
       source defined in the simulation core by editing only the user script.

       In  this  tutorial,  we  will  walk  through  some pre-defined sources and sinks and show how they may be
       customized with little user effort.  See the ns-3 manual or how-to sections for information  on  advanced
       tracing configuration including extending the tracing namespace and creating new tracing sources.

   ASCII Tracing
       ns-3  provides  helper functionality that wraps the low-level tracing system to help you with the details
       involved in configuring some easily understood packet traces.  If you enable this functionality, you will
       see output in a ASCII files — thus the name.  For those familiar with ns-2 output, this type of trace  is
       analogous to the out.tr generated by many scripts.

       Let’s  just  jump  right  in  and  add some ASCII tracing output to our scratch/myfirst.cc script.  Right
       before the call to Simulator::Run (), add the following lines of code:

          AsciiTraceHelper ascii;
          pointToPoint.EnableAsciiAll (ascii.CreateFileStream ("myfirst.tr"));

       Like in many other ns-3 idioms, this code uses a  helper object to help create ASCII traces.  The  second
       line  contains  two  nested method calls.  The “inside” method, CreateFileStream() uses an unnamed object
       idiom to create a file stream object on the stack (without an object  name)  and  pass  it  down  to  the
       called method.  We’ll go into this more in the future, but all you have to know at this point is that you
       are  creating an object representing a file named “myfirst.tr” and passing it into ns-3.  You are telling
       ns-3 to deal with the lifetime issues of the created object and also to deal with problems  caused  by  a
       little-known (intentional) limitation of C++ ofstream objects relating to copy constructors.

       The  outside  call,  to  EnableAsciiAll(),  tells the helper that you want to enable ASCII tracing on all
       point-to-point devices in your simulation;  and  you  want  the  (provided)  trace  sinks  to  write  out
       information about packet movement in ASCII format.

       For  those familiar with ns-2, the traced events are equivalent to the popular trace points that log “+”,
       “-“, “d”, and “r” events.

       You can now build the script and run it from the command line:

          $ ./waf --run scratch/myfirst

       Just as you have seen many times before, you will see some messages from Waf and then  “‘build’  finished
       successfully” with some number of messages from the running program.

       When  it  ran, the program will have created a file named myfirst.tr.  Because of the way that Waf works,
       the file is not created in the local  directory,  it  is  created  at  the  top-level  directory  of  the
       repository by default.  If you want to control where the traces are saved you can use the --cwd option of
       Waf  to  specify  this.   We have not done so, thus we need to change into the top level directory of our
       repo and take a look at the ASCII trace file myfirst.tr in your favorite editor.

   Parsing Ascii Traces
       There’s a lot of information there in a pretty dense form, but the first thing to notice  is  that  there
       are  a  number  of distinct lines in this file.  It may be difficult to see this clearly unless you widen
       your window considerably.

       Each line in the file corresponds to a trace event.  In this case we are tracing events on  the  transmit
       queue  present  in  every  point-to-point  net  device  in the simulation.  The transmit queue is a queue
       through which every packet destined for a point-to-point channel must pass.  Note that each line  in  the
       trace  file  begins with a lone character (has a space after it).  This character will have the following
       meaning:

       • +: An enqueue operation occurred on the device queue;

       • -: A dequeue operation occurred on the device queue;

       • d: A packet was dropped, typically because the queue was full;

       • r: A packet was received by the net device.

       Let’s take a more detailed view of the first line in the trace file.  I’ll break it  down  into  sections
       (indented for clarity) with a reference number on the left side:

          +
          2
          /NodeList/0/DeviceList/0/$ns3::PointToPointNetDevice/TxQueue/Enqueue
          ns3::PppHeader (
            Point-to-Point Protocol: IP (0x0021))
            ns3::Ipv4Header (
              tos 0x0 ttl 64 id 0 protocol 17 offset 0 flags [none]
              length: 1052 10.1.1.1 > 10.1.1.2)
              ns3::UdpHeader (
                length: 1032 49153 > 9)
                Payload (size=1024)

       The  first  section  of  this  expanded  trace  event (reference number 0) is the operation.  We have a +
       character, so this corresponds to an enqueue  operation  on  the  transmit  queue.   The  second  section
       (reference  1)  is  the  simulation  time  expressed  in  seconds.   You  may  recall  that  we asked the
       UdpEchoClientApplication to start sending packets at two seconds.  Here we see confirmation that this is,
       indeed, happening.

       The next section of the example trace (reference 2) tell us which  trace  source  originated  this  event
       (expressed  in  the tracing namespace).  You can think of the tracing namespace somewhat like you would a
       filesystem namespace.  The root of the namespace is  the  NodeList.   This  corresponds  to  a  container
       managed  in  the  ns-3  core code that contains all of the nodes that are created in a script.  Just as a
       filesystem may have directories under the root, we may have node numbers in  the  NodeList.   The  string
       /NodeList/0  therefore refers to the zeroth node in the NodeList which we typically think of as “node 0”.
       In each node there is a list of devices that  have  been  installed.   This  list  appears  next  in  the
       namespace.   You  can  see  that  this  trace  event  comes  from DeviceList/0 which is the zeroth device
       installed in the node.

       The next string, $ns3::PointToPointNetDevice tells you what kind of device is in the zeroth  position  of
       the  device  list for node zero.  Recall that the operation + found at reference 00 meant that an enqueue
       operation happened on the transmit queue of the device.  This is reflected in the final segments  of  the
       “trace path” which are TxQueue/Enqueue.

       The  remaining sections in the trace should be fairly intuitive.  References 3-4 indicate that the packet
       is encapsulated in the point-to-point protocol.  References 5-7 show that the packet has  an  IP  version
       four  header  and  has  originated from IP address 10.1.1.1 and is destined for 10.1.1.2.  References 8-9
       show that this packet has a UDP header and, finally, reference 10 shows that the payload is the  expected
       1024 bytes.

       The  next line in the trace file shows the same packet being dequeued from the transmit queue on the same
       node.

       The Third line in the trace file shows the packet being received by the net device on the node  with  the
       echo server. I have reproduced that event below.

          r
          2.25732
          /NodeList/1/DeviceList/0/$ns3::PointToPointNetDevice/MacRx
            ns3::Ipv4Header (
              tos 0x0 ttl 64 id 0 protocol 17 offset 0 flags [none]
              length: 1052 10.1.1.1 > 10.1.1.2)
              ns3::UdpHeader (
                length: 1032 49153 > 9)
                Payload (size=1024)

       Notice  that  the  trace operation is now r and the simulation time has increased to 2.25732 seconds.  If
       you have been following the tutorial steps closely this means that you have left the DataRate of the  net
       devices and the channel Delay set to their default values.  This time should be familiar as you have seen
       it before in a previous section.

       The  trace  source  namespace  entry (reference 02) has changed to reflect that this event is coming from
       node 1 (/NodeList/1) and the packet reception trace source (/MacRx).  It should be quite easy for you  to
       follow the progress of the packet through the topology by looking at the rest of the traces in the file.

   PCAP Tracing
       The  ns-3  device  helpers  can also be used to create trace files in the .pcap format.  The acronym pcap
       (usually written in lower case) stands for packet capture, and is  actually  an  API  that  includes  the
       definition  of  a  .pcap  file format.  The most popular program that can read and display this format is
       Wireshark (formerly called Ethereal).  However, there are many traffic  trace  analyzers  that  use  this
       packet  format.   We  encourage  users to exploit the many tools available for analyzing pcap traces.  In
       this tutorial, we concentrate on viewing pcap traces with tcpdump.

       The code used to enable pcap tracing is a one-liner.

          pointToPoint.EnablePcapAll ("myfirst");

       Go ahead and insert this line of code after the ASCII tracing code we just added  to  scratch/myfirst.cc.
       Notice  that  we  only passed the string “myfirst,” and not “myfirst.pcap” or something similar.  This is
       because the parameter is a prefix, not a complete file name.  The helper will  actually  create  a  trace
       file  for  every point-to-point device in the simulation.  The file names will be built using the prefix,
       the node number, the device number and a “.pcap” suffix.

       In our example script, we will eventually see files named “myfirst-0-0.pcap” and “myfirst-1-0.pcap” which
       are the pcap traces for node 0-device 0 and node 1-device 0, respectively.

       Once you have added the line of code to enable pcap tracing, you can run the script in the usual way:

          $ ./waf --run scratch/myfirst

       If you look at the top level directory of  your  distribution,  you  should  now  see  three  log  files:
       myfirst.tr  is  the  ASCII trace file we have previously examined.  myfirst-0-0.pcap and myfirst-1-0.pcap
       are the new pcap files we just generated.

   Reading output with tcpdump
       The easiest thing to do at this point will be to use tcpdump to look at the pcap files.

          $ tcpdump -nn -tt -r myfirst-0-0.pcap
          reading from file myfirst-0-0.pcap, link-type PPP (PPP)
          2.000000 IP 10.1.1.1.49153 > 10.1.1.2.9: UDP, length 1024
          2.514648 IP 10.1.1.2.9 > 10.1.1.1.49153: UDP, length 1024

          tcpdump -nn -tt -r myfirst-1-0.pcap
          reading from file myfirst-1-0.pcap, link-type PPP (PPP)
          2.257324 IP 10.1.1.1.49153 > 10.1.1.2.9: UDP, length 1024
          2.257324 IP 10.1.1.2.9 > 10.1.1.1.49153: UDP, length 1024

       You can see in the dump of myfirst-0-0.pcap (the client device) that the echo packet is sent at 2 seconds
       into the simulation.  If you look at the second dump (myfirst-1-0.pcap) you can  see  that  packet  being
       received  at  2.257324  seconds.   You see the packet being echoed back at 2.257324 seconds in the second
       dump, and finally, you see the packet being received back at the client in the  first  dump  at  2.514648
       seconds.

   Reading output with Wireshark
       If  you are unfamiliar with Wireshark, there is a web site available from which you can download programs
       and documentation:  http://www.wireshark.org/.

       Wireshark is a graphical user interface which can be used for displaying these trace files.  If you  have
       Wireshark available, you can open each of the trace files and display the contents as if you had captured
       the packets using a packet sniffer.

BUILDING TOPOLOGIES

   Building a Bus Network Topology
       In  this  section  we  are  going  to expand our mastery of ns-3 network devices and channels to cover an
       example of a bus network.  ns-3 provides a net device and channel we call CSMA  (Carrier  Sense  Multiple
       Access).

       The  ns-3  CSMA  device  models a simple network in the spirit of Ethernet.  A real Ethernet uses CSMA/CD
       (Carrier Sense Multiple Access with Collision Detection) scheme with exponentially increasing backoff  to
       contend  for  the  shared  transmission medium.  The ns-3 CSMA device and channel models only a subset of
       this.

       Just as we have seen point-to-point topology helper objects when constructing point-to-point  topologies,
       we  will  see  equivalent  CSMA  topology helpers in this section.  The appearance and operation of these
       helpers should look quite familiar to you.

       We provide an example script in our examples/tutorial directory.  This  script  builds  on  the  first.cc
       script  and  adds a CSMA network to the point-to-point simulation we’ve already considered.  Go ahead and
       open examples/tutorial/second.cc in your favorite editor.  You will have already seen enough ns-3 code to
       understand most of what is going on in this example, but we will go over the entire  script  and  examine
       some of the output.

       Just  as  in  the first.cc example (and in all ns-3 examples) the file begins with an emacs mode line and
       some GPL boilerplate.

       The actual code begins by loading module include files just as was done in the first.cc example.

          #include "ns3/core-module.h"
          #include "ns3/network-module.h"
          #include "ns3/csma-module.h"
          #include "ns3/internet-module.h"
          #include "ns3/point-to-point-module.h"
          #include "ns3/applications-module.h"
          #include "ns3/ipv4-global-routing-helper.h"

       One thing that can be surprisingly useful is a small bit of ASCII art that shows a cartoon of the network
       topology constructed in the example.  You will find a similar “drawing” in most of our examples.

       In this case, you can see that we are going to extend our point-to-point example (the  link  between  the
       nodes  n0  and n1 below) by hanging a bus network off of the right side.  Notice that this is the default
       network topology since you can actually vary the number of nodes created on the LAN.  If you set nCsma to
       one, there will be a total of two nodes on the LAN (CSMA channel) — one required  node  and  one  “extra”
       node.  By default there are three “extra” nodes as seen below:

          // Default Network Topology
          //
          //       10.1.1.0
          // n0 -------------- n1   n2   n3   n4
          //    point-to-point  |    |    |    |
          //                    ================
          //                      LAN 10.1.2.0

       Then  the  ns-3  namespace  is  used  and  a logging component is defined.  This is all just as it was in
       first.cc, so there is nothing new yet.

          using namespace ns3;

          NS_LOG_COMPONENT_DEFINE ("SecondScriptExample");

       The main program begins with a slightly different twist.  We use a verbose flag to determine  whether  or
       not  the UdpEchoClientApplication and UdpEchoServerApplication logging components are enabled.  This flag
       defaults to true (the logging components are enabled) but allows us to turn off logging during regression
       testing of this example.

       You will see some familiar code that will allow you to change the number of devices on the  CSMA  network
       via  command  line  argument.   We did something similar when we allowed the number of packets sent to be
       changed in the section on command line arguments.  The last line makes sure you have at least one “extra”
       node.

       The code consists of variations of previously covered API so you should be entirely comfortable with  the
       following code at this point in the tutorial.

          bool verbose = true;
          uint32_t nCsma = 3;

          CommandLine cmd;
          cmd.AddValue ("nCsma", "Number of \"extra\" CSMA nodes/devices", nCsma);
          cmd.AddValue ("verbose", "Tell echo applications to log if true", verbose);

          cmd.Parse (argc, argv);

          if (verbose)
            {
              LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);
              LogComponentEnable("UdpEchoServerApplication", LOG_LEVEL_INFO);
            }

          nCsma = nCsma == 0 ? 1 : nCsma;

       The next step is to create two nodes that we will connect via the point-to-point link.  The NodeContainer
       is used to do this just as was done in first.cc.

          NodeContainer p2pNodes;
          p2pNodes.Create (2);

       Next,  we  declare  another  NodeContainer to hold the nodes that will be part of the bus (CSMA) network.
       First, we just instantiate the container object itself.

          NodeContainer csmaNodes;
          csmaNodes.Add (p2pNodes.Get (1));
          csmaNodes.Create (nCsma);

       The next line of code Gets the first node (as in having an index of one)  from  the  point-to-point  node
       container  and  adds  it  to  the container of nodes that will get CSMA devices.  The node in question is
       going to end up with a point-to-point device and a CSMA device.  We then create a number of “extra” nodes
       that compose the remainder of the CSMA network.  Since we already have one node in the CSMA network – the
       one that will have both a point-to-point and CSMA net device, the  number  of  “extra”  nodes  means  the
       number nodes you desire in the CSMA section minus one.

       The  next  bit  of code should be quite familiar by now.  We instantiate a PointToPointHelper and set the
       associated default Attributes so that we create a five megabit per second transmitter on devices  created
       using the helper and a two millisecond delay on channels created by the helper.

          PointToPointHelper pointToPoint;
          pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
          pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));

          NetDeviceContainer p2pDevices;
          p2pDevices = pointToPoint.Install (p2pNodes);

       We  then  instantiate a NetDeviceContainer to keep track of the point-to-point net devices and we Install
       devices on the point-to-point nodes.

       We mentioned above that you were going to see a helper for CSMA devices and channels, and the next  lines
       introduce  them.   The  CsmaHelper works just like a PointToPointHelper, but it creates and connects CSMA
       devices and channels.  In the case of a CSMA device and channel  pair,  notice  that  the  data  rate  is
       specified by a channel Attribute instead of a device Attribute.  This is because a real CSMA network does
       not  allow  one to mix, for example, 10Base-T and 100Base-T devices on a given channel.  We first set the
       data rate to 100 megabits per second, and then set the  speed-of-light  delay  of  the  channel  to  6560
       nano-seconds (arbitrarily chosen as 1 nanosecond per foot over a 100 meter segment).  Notice that you can
       set an Attribute using its native data type.

          CsmaHelper csma;
          csma.SetChannelAttribute ("DataRate", StringValue ("100Mbps"));
          csma.SetChannelAttribute ("Delay", TimeValue (NanoSeconds (6560)));

          NetDeviceContainer csmaDevices;
          csmaDevices = csma.Install (csmaNodes);

       Just as we created a NetDeviceContainer to hold the devices created by the PointToPointHelper we create a
       NetDeviceContainer  to  hold  the  devices  created by our CsmaHelper.  We call the Install method of the
       CsmaHelper to install the devices into the nodes of the csmaNodes NodeContainer.

       We now have our nodes, devices and channels created, but we have no protocol stacks present.  Just as  in
       the first.cc script, we will use the InternetStackHelper to install these stacks.

          InternetStackHelper stack;
          stack.Install (p2pNodes.Get (0));
          stack.Install (csmaNodes);

       Recall that we took one of the nodes from the p2pNodes container and added it to the csmaNodes container.
       Thus  we  only  need  to  install  the stacks on the remaining p2pNodes node, and all of the nodes in the
       csmaNodes container to cover all of the nodes in the simulation.

       Just as in the first.cc example script, we are going to use the Ipv4AddressHelper to assign IP  addresses
       to  our  device interfaces.  First we use the network 10.1.1.0 to create the two addresses needed for our
       two point-to-point devices.

          Ipv4AddressHelper address;
          address.SetBase ("10.1.1.0", "255.255.255.0");
          Ipv4InterfaceContainer p2pInterfaces;
          p2pInterfaces = address.Assign (p2pDevices);

       Recall that we save the created interfaces in a  container  to  make  it  easy  to  pull  out  addressing
       information later for use in setting up the applications.

       We now need to assign IP addresses to our CSMA device interfaces.  The operation works just as it did for
       the  point-to-point  case,  except we now are performing the operation on a container that has a variable
       number of CSMA devices — remember we made the number of CSMA devices changeable by command line argument.
       The CSMA devices will be associated with IP addresses from network number 10.1.2.0 in this case, as  seen
       below.

          address.SetBase ("10.1.2.0", "255.255.255.0");
          Ipv4InterfaceContainer csmaInterfaces;
          csmaInterfaces = address.Assign (csmaDevices);

       Now  we  have  a  topology  built,  but  we need applications.  This section is going to be fundamentally
       similar to the applications section of first.cc but we are going to instantiate the server on one of  the
       nodes that has a CSMA device and the client on the node having only a point-to-point device.

       First, we set up the echo server.  We create a UdpEchoServerHelper and provide a required Attribute value
       to the constructor which is the server port number.  Recall that this port can be changed later using the
       SetAttribute method if desired, but we require it to be provided to the constructor.

          UdpEchoServerHelper echoServer (9);

          ApplicationContainer serverApps = echoServer.Install (csmaNodes.Get (nCsma));
          serverApps.Start (Seconds (1.0));
          serverApps.Stop (Seconds (10.0));

       Recall  that the csmaNodes NodeContainer contains one of the nodes created for the point-to-point network
       and nCsma “extra” nodes.  What we want to get at is the last of the “extra” nodes.  The zeroth  entry  of
       the  csmaNodes  container will be the point-to-point node.  The easy way to think of this, then, is if we
       create one “extra” CSMA node, then it will be at index one of the csmaNodes container.  By induction,  if
       we  create nCsma “extra” nodes the last one will be at index nCsma.  You see this exhibited in the Get of
       the first line of code.

       The client application is set up exactly as we did in the first.cc example  script.   Again,  we  provide
       required  Attributes  to  the UdpEchoClientHelper in the constructor (in this case the remote address and
       port).  We tell the client to send packets to the server we just installed on the  last  of  the  “extra”
       CSMA nodes.  We install the client on the leftmost point-to-point node seen in the topology illustration.

          UdpEchoClientHelper echoClient (csmaInterfaces.GetAddress (nCsma), 9);
          echoClient.SetAttribute ("MaxPackets", UintegerValue (1));
          echoClient.SetAttribute ("Interval", TimeValue (Seconds (1.0)));
          echoClient.SetAttribute ("PacketSize", UintegerValue (1024));

          ApplicationContainer clientApps = echoClient.Install (p2pNodes.Get (0));
          clientApps.Start (Seconds (2.0));
          clientApps.Stop (Seconds (10.0));

       Since  we  have  actually  built  an  internetwork here, we need some form of internetwork routing.  ns-3
       provides what we call global routing to help you out.  Global routing takes advantage of  the  fact  that
       the entire internetwork is accessible in the simulation and runs through the all of the nodes created for
       the simulation — it does the hard work of setting up routing for you without having to configure routers.

       Basically,  what  happens  is  that  each  node  behaves  as  if it were an OSPF router that communicates
       instantly  and  magically  with  all  other  routers  behind  the  scenes.   Each  node  generates   link
       advertisements  and  communicates  them  directly  to  a  global  route  manager  which  uses this global
       information to construct the routing tables for each  node.   Setting  up  this  form  of  routing  is  a
       one-liner:

          Ipv4GlobalRoutingHelper::PopulateRoutingTables ();

       Next  we enable pcap tracing.  The first line of code to enable pcap tracing in the point-to-point helper
       should be familiar to you by now.  The second line enables pcap tracing in the CSMA helper and  there  is
       an extra parameter you haven’t encountered yet.

          pointToPoint.EnablePcapAll ("second");
          csma.EnablePcap ("second", csmaDevices.Get (1), true);

       The  CSMA  network  is  a multi-point-to-point network.  This means that there can (and are in this case)
       multiple endpoints on a shared medium.  Each of these endpoints has a  net  device  associated  with  it.
       There  are  two  basic  alternatives  to  gathering trace information from such a network.  One way is to
       create a trace file for each net device and store only the packets that are emitted or consumed  by  that
       net  device.   Another  way  is to pick one of the devices and place it in promiscuous mode.  That single
       device then “sniffs” the network for all packets and stores them in a single  pcap  file.   This  is  how
       tcpdump,  for  example,  works.   That final parameter tells the CSMA helper whether or not to arrange to
       capture packets in promiscuous mode.

       In this example, we are going to select one of the devices on the CSMA network and ask it  to  perform  a
       promiscuous  sniff  of  the  network,  thereby  emulating  what tcpdump would do.  If you were on a Linux
       machine you might do something like tcpdump -i eth0 to get the trace.   In  this  case,  we  specify  the
       device  using  csmaDevices.Get(1),  which  selects  the first device in the container.  Setting the final
       parameter to true enables promiscuous captures.

       The last section of code just runs and cleans up the simulation just like the first.cc example.

            Simulator::Run ();
            Simulator::Destroy ();
            return 0;
          }

       In order to run this example, copy the second.cc example script into the scratch directory and use waf to
       build just as you did with the first.cc example.  If you are in the top-level directory of the repository
       you just type,

          $ cp examples/tutorial/second.cc scratch/mysecond.cc
          $ ./waf

       Warning:  We use the file second.cc as one of our regression tests to verify that it works exactly as  we
       think  it should in order to make your tutorial experience a positive one.  This means that an executable
       named second already exists in the project.  To avoid any confusion about what you are executing,  please
       do the renaming to mysecond.cc suggested above.

       If  you  are  following  the  tutorial  religiously  (you are, aren’t you) you will still have the NS_LOG
       variable set, so go ahead and clear that variable and run the program.

          $ export NS_LOG=
          $ ./waf --run scratch/mysecond

       Since we have set up the UDP echo applications to log just as we did in first.cc, you  will  see  similar
       output when you run the script.

          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 (0.415s)
          Sent 1024 bytes to 10.1.2.4
          Received 1024 bytes from 10.1.1.1
          Received 1024 bytes from 10.1.2.4

       Recall  that the first message, “Sent 1024 bytes to 10.1.2.4,” is the UDP echo client sending a packet to
       the server.  In this case, the server  is  on  a  different  network  (10.1.2.0).   The  second  message,
       “Received  1024  bytes  from  10.1.1.1,” is from the UDP echo server, generated when it receives the echo
       packet.  The final message, “Received 1024 bytes from 10.1.2.4,” is from the echo client, indicating that
       it has received its echo back from the server.

       If you now go and look in the top level directory, you will find three trace files:

          second-0-0.pcap  second-1-0.pcap  second-2-0.pcap

       Let’s  take  a  moment  to  look  at  the  naming  of  these  files.   They  all  have  the  same   form,
       <name>-<node>-<device>.pcap.   For example, the first file in the listing is second-0-0.pcap which is the
       pcap trace from node zero, device zero.  This is the point-to-point net device on node  zero.   The  file
       second-1-0.pcap  is the pcap trace for device zero on node one, also a point-to-point net device; and the
       file second-2-0.pcap is the pcap trace for device zero on node two.

       If you refer back to the topology illustration at the start of the section, you will see that  node  zero
       is  the  leftmost node of the point-to-point link and node one is the node that has both a point-to-point
       device and a CSMA device.  You will see that node two is the first “extra” node on the CSMA  network  and
       its device zero was selected as the device to capture the promiscuous-mode trace.

       Now,  let’s  follow  the echo packet through the internetwork.  First, do a tcpdump of the trace file for
       the leftmost point-to-point node — node zero.

          $ tcpdump -nn -tt -r second-0-0.pcap

       You should see the contents of the pcap file displayed:

          reading from file second-0-0.pcap, link-type PPP (PPP)
          2.000000 IP 10.1.1.1.49153 > 10.1.2.4.9: UDP, length 1024
          2.017607 IP 10.1.2.4.9 > 10.1.1.1.49153: UDP, length 1024

       The first line of the dump indicates that the link type is PPP (point-to-point)  which  we  expect.   You
       then  see the echo packet leaving node zero via the device associated with IP address 10.1.1.1 headed for
       IP address 10.1.2.4 (the rightmost CSMA node).  This packet will move over the point-to-point link and be
       received by the point-to-point net device on node one.  Let’s take a look:

          $ tcpdump -nn -tt -r second-1-0.pcap

       You should now see the pcap trace output of the other side of the point-to-point link:

          reading from file second-1-0.pcap, link-type PPP (PPP)
          2.003686 IP 10.1.1.1.49153 > 10.1.2.4.9: UDP, length 1024
          2.013921 IP 10.1.2.4.9 > 10.1.1.1.49153: UDP, length 1024

       Here we see that the link type is also PPP as we would expect.   You  see  the  packet  from  IP  address
       10.1.1.1  (that was sent at 2.000000 seconds) headed toward IP address 10.1.2.4 appear on this interface.
       Now, internally to this node, the packet will be forwarded to the CSMA interface and we should see it pop
       out on that device headed for its ultimate destination.

       Remember that we selected node 2 as the promiscuous sniffer node for the CSMA network so let’s then  look
       at second-2-0.pcap and see if its there.

          $ tcpdump -nn -tt -r second-2-0.pcap

       You should now see the promiscuous dump of node two, device zero:

          reading from file second-2-0.pcap, link-type EN10MB (Ethernet)
          2.007698 ARP, Request who-has 10.1.2.4 (ff:ff:ff:ff:ff:ff) tell 10.1.2.1, length 50
          2.007710 ARP, Reply 10.1.2.4 is-at 00:00:00:00:00:06, length 50
          2.007803 IP 10.1.1.1.49153 > 10.1.2.4.9: UDP, length 1024
          2.013815 ARP, Request who-has 10.1.2.1 (ff:ff:ff:ff:ff:ff) tell 10.1.2.4, length 50
          2.013828 ARP, Reply 10.1.2.1 is-at 00:00:00:00:00:03, length 50
          2.013921 IP 10.1.2.4.9 > 10.1.1.1.49153: UDP, length 1024

       As  you  can  see, the link type is now “Ethernet”.  Something new has appeared, though.  The bus network
       needs ARP, the Address Resolution Protocol.  Node one knows it needs to send the  packet  to  IP  address
       10.1.2.4,  but  it  doesn’t  know  the  MAC address of the corresponding node.  It broadcasts on the CSMA
       network (ff:ff:ff:ff:ff:ff) asking for the device that has  IP  address  10.1.2.4.   In  this  case,  the
       rightmost node replies saying it is at MAC address 00:00:00:00:00:06.  Note that node two is not directly
       involved in this exchange, but is sniffing the network and reporting all of the traffic it sees.

       This exchange is seen in the following lines,

          2.007698 ARP, Request who-has 10.1.2.4 (ff:ff:ff:ff:ff:ff) tell 10.1.2.1, length 50
          2.007710 ARP, Reply 10.1.2.4 is-at 00:00:00:00:00:06, length 50

       Then  node  one,  device  one  goes  ahead and sends the echo packet to the UDP echo server at IP address
       10.1.2.4.

          2.007803 IP 10.1.1.1.49153 > 10.1.2.4.9: UDP, length 1024

       The server receives the echo request and turns the packet around trying to send it back  to  the  source.
       The  server  knows that this address is on another network that it reaches via IP address 10.1.2.1.  This
       is because we initialized global routing and it has figured all of this out for us.  But, the echo server
       node doesn’t know the MAC address of the first CSMA node, so it has to ARP for it  just  like  the  first
       CSMA node had to do.

          2.013815 ARP, Request who-has 10.1.2.1 (ff:ff:ff:ff:ff:ff) tell 10.1.2.4, length 50
          2.013828 ARP, Reply 10.1.2.1 is-at 00:00:00:00:00:03, length 50

       The server then sends the echo back to the forwarding node.

          2.013921 IP 10.1.2.4.9 > 10.1.1.1.49153: UDP, length 1024

       Looking back at the rightmost node of the point-to-point link,

          $ tcpdump -nn -tt -r second-1-0.pcap

       You  can now see the echoed packet coming back onto the point-to-point link as the last line of the trace
       dump.

          reading from file second-1-0.pcap, link-type PPP (PPP)
          2.003686 IP 10.1.1.1.49153 > 10.1.2.4.9: UDP, length 1024
          2.013921 IP 10.1.2.4.9 > 10.1.1.1.49153: UDP, length 1024

       Lastly, you can look back at the node that originated the echo

          $ tcpdump -nn -tt -r second-0-0.pcap

       and see that the echoed packet arrives back at the source at 2.017607 seconds,

          reading from file second-0-0.pcap, link-type PPP (PPP)
          2.000000 IP 10.1.1.1.49153 > 10.1.2.4.9: UDP, length 1024
          2.017607 IP 10.1.2.4.9 > 10.1.1.1.49153: UDP, length 1024

       Finally, recall that we added the ability to control the number of CSMA  devices  in  the  simulation  by
       command  line  argument.   You can change this argument in the same way as when we looked at changing the
       number of packets echoed in the first.cc example.  Try running the program with  the  number  of  “extra”
       devices set to four:

          $ ./waf --run "scratch/mysecond --nCsma=4"

       You should now see,

          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 (0.405s)
          At time 2s client sent 1024 bytes to 10.1.2.5 port 9
          At time 2.0118s server received 1024 bytes from 10.1.1.1 port 49153
          At time 2.0118s server sent 1024 bytes to 10.1.1.1 port 49153
          At time 2.02461s client received 1024 bytes from 10.1.2.5 port 9

       Notice  that  the  echo  server  has  now been relocated to the last of the CSMA nodes, which is 10.1.2.5
       instead of the default case, 10.1.2.4.

       It is possible that you may not be satisfied with a trace file generated  by  a  bystander  in  the  CSMA
       network.   You  may  really want to get a trace from a single device and you may not be interested in any
       other traffic on the network.  You can do this fairly easily.

       Let’s take a look at scratch/mysecond.cc and add that code enabling us to be more specific.  ns-3 helpers
       provide methods that take a node number and device number  as  parameters.   Go  ahead  and  replace  the
       EnablePcap calls with the calls below.

          pointToPoint.EnablePcap ("second", p2pNodes.Get (0)->GetId (), 0);
          csma.EnablePcap ("second", csmaNodes.Get (nCsma)->GetId (), 0, false);
          csma.EnablePcap ("second", csmaNodes.Get (nCsma-1)->GetId (), 0, false);

       We  know  that we want to create a pcap file with the base name “second” and we also know that the device
       of interest in both cases is going to be zero, so those parameters are not really interesting.

       In order to get the node number, you have two choices:  first, nodes  are  numbered  in  a  monotonically
       increasing  fashion  starting  from  zero  in the order in which you created them.  One way to get a node
       number is to figure this number out “manually” by contemplating the order of node creation.  If you  take
       a look at the network topology illustration at the beginning of the file, we did this for you and you can
       see  that  the  last CSMA node is going to be node number nCsma + 1.  This approach can become annoyingly
       difficult in larger simulations.

       An alternate way, which we use here, is to realize that the NodeContainers contain pointers to ns-3  Node
       Objects.   The  Node Object has a method called GetId which will return that node’s ID, which is the node
       number we seek.  Let’s go take a look at the Doxygen for the  Node  and  locate  that  method,  which  is
       further  down  in  the ns-3 core code than we’ve seen so far; but sometimes you have to search diligently
       for useful things.

       Go to the Doxygen documentation for your release (recall that you can find it on the project  web  site).
       You  can  get  to  the  Node documentation by looking through at the “Classes” tab and scrolling down the
       “Class List” until you find ns3::Node.  Select ns3::Node and you will be taken to the  documentation  for
       the  Node  class.   If  you  now  scroll down to the GetId method and select it, you will be taken to the
       detailed documentation for the method.  Using the GetId method can make  determining  node  numbers  much
       easier in complex topologies.

       Let’s clear the old trace files out of the top-level directory to avoid confusion about what is going on,

          $ rm *.pcap
          $ rm *.tr

       If you build the new script and run the simulation setting nCsma to 100,

          $ ./waf --run "scratch/mysecond --nCsma=100"

       you will see the following 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 (0.407s)
          At time 2s client sent 1024 bytes to 10.1.2.101 port 9
          At time 2.0068s server received 1024 bytes from 10.1.1.1 port 49153
          At time 2.0068s server sent 1024 bytes to 10.1.1.1 port 49153
          At time 2.01761s client received 1024 bytes from 10.1.2.101 port 9

       Note that the echo server is now located at 10.1.2.101 which corresponds to having 100 “extra” CSMA nodes
       with  the  echo  server  on the last one.  If you list the pcap files in the top level directory you will
       see,

          second-0-0.pcap  second-100-0.pcap  second-101-0.pcap

       The trace file second-0-0.pcap is the “leftmost” point-to-point device which is the echo  packet  source.
       The  file  second-101-0.pcap  corresponds  to  the  rightmost  CSMA device which is where the echo server
       resides.  You may have noticed that the final parameter on the call to enable pcap tracing  on  the  echo
       server node was false.  This means that the trace gathered on that node was in non-promiscuous mode.

       To  illustrate  the  difference  between  promiscuous  and  non-promiscuous  traces,  we also requested a
       non-promiscuous trace for the  next-to-last  node.   Go  ahead  and  take  a  look  at  the  tcpdump  for
       second-100-0.pcap.

          $ tcpdump -nn -tt -r second-100-0.pcap

       You  can  now  see  that  node  100 is really a bystander in the echo exchange.  The only packets that it
       receives are the ARP requests which are broadcast to the entire CSMA network.

          reading from file second-100-0.pcap, link-type EN10MB (Ethernet)
          2.006698 ARP, Request who-has 10.1.2.101 (ff:ff:ff:ff:ff:ff) tell 10.1.2.1, length 50
          2.013815 ARP, Request who-has 10.1.2.1 (ff:ff:ff:ff:ff:ff) tell 10.1.2.101, length 50

       Now take a look at the tcpdump for second-101-0.pcap.

          $ tcpdump -nn -tt -r second-101-0.pcap

       You can now see that node 101 is really the participant in the echo exchange.

          reading from file second-101-0.pcap, link-type EN10MB (Ethernet)
          2.006698 ARP, Request who-has 10.1.2.101 (ff:ff:ff:ff:ff:ff) tell 10.1.2.1, length 50
          2.006698 ARP, Reply 10.1.2.101 is-at 00:00:00:00:00:67, length 50
          2.006803 IP 10.1.1.1.49153 > 10.1.2.101.9: UDP, length 1024
          2.013803 ARP, Request who-has 10.1.2.1 (ff:ff:ff:ff:ff:ff) tell 10.1.2.101, length 50
          2.013828 ARP, Reply 10.1.2.1 is-at 00:00:00:00:00:03, length 50
          2.013828 IP 10.1.2.101.9 > 10.1.1.1.49153: UDP, length 1024

   Models, Attributes and Reality
       This is a convenient place to make a small excursion and make an important point.  It may or may  not  be
       obvious  to  you,  but  whenever one is using a simulation, it is important to understand exactly what is
       being modeled and what is not.  It is tempting, for example, to think of the CSMA  devices  and  channels
       used  in the previous section as if they were real Ethernet devices; and to expect a simulation result to
       directly reflect what will happen in a real Ethernet.  This is not the case.

       A model is, by definition, an abstraction of  reality.   It  is  ultimately  the  responsibility  of  the
       simulation  script author to determine the so-called “range of accuracy” and “domain of applicability” of
       the simulation as a whole, and therefore its constituent parts.

       In some cases, like Csma, it can be fairly easy to determine what is not modeled.  By reading  the  model
       description  (csma.h)  you  can find that there is no collision detection in the CSMA model and decide on
       how applicable its use will be in your simulation or what caveats you  may  want  to  include  with  your
       results.   In  other  cases,  it  can  be quite easy to configure behaviors that might not agree with any
       reality you can go out and buy.  It will prove worthwhile to spend some time  investigating  a  few  such
       instances, and how easily you can swerve outside the bounds of reality in your simulations.

       As  you  have  seen,  ns-3  provides  Attributes  which  a  user can easily set to change model behavior.
       Consider two of the Attributes of the CsmaNetDevice:   Mtu  and  EncapsulationMode.   The  Mtu  attribute
       indicates  the  Maximum  Transmission  Unit to the device.  This is the size of the largest Protocol Data
       Unit (PDU) that the device can send.

       The MTU defaults to 1500 bytes in the CsmaNetDevice.  This default corresponds to a number found  in  RFC
       894,  “A  Standard  for the Transmission of IP Datagrams over Ethernet Networks.”  The number is actually
       derived from the maximum packet size for 10Base5 (full-spec Ethernet) networks  –  1518  bytes.   If  you
       subtract  the  DIX  encapsulation overhead for Ethernet packets (18 bytes) you will end up with a maximum
       possible data size (MTU) of 1500 bytes.  One can also find that the MTU for IEEE 802.3 networks  is  1492
       bytes.   This  is because LLC/SNAP encapsulation adds an extra eight bytes of overhead to the packet.  In
       both cases, the underlying hardware can only send 1518 bytes, but the data size is different.

       In order to set the encapsulation mode, the CsmaNetDevice provides an Attribute called  EncapsulationMode
       which can take on the values Dix or Llc.  These correspond to Ethernet and LLC/SNAP framing respectively.

       If  one  leaves  the  Mtu  at  1500 bytes and changes the encapsulation mode to Llc, the result will be a
       network that encapsulates 1500 byte PDUs with LLC/SNAP framing resulting in packets of 1526 bytes,  which
       would  be  illegal  in  many  networks, since they can transmit a maximum of 1518 bytes per packet.  This
       would most likely result in a simulation that quite subtly does not reflect  the  reality  you  might  be
       expecting.

       Just  to complicate the picture, there exist jumbo frames (1500 < MTU <= 9000 bytes) and super-jumbo (MTU
       > 9000 bytes) frames that are not officially sanctioned by IEEE but  are  available  in  some  high-speed
       (Gigabit)  networks  and  NICs.   One  could  leave  the  encapsulation  mode set to Dix, and set the Mtu
       Attribute on a CsmaNetDevice to 64000 bytes – even though an associated CsmaChannel DataRate was  set  at
       10  megabits  per  second.   This  would  essentially model an Ethernet switch made out of vampire-tapped
       1980s-style 10Base5 networks that support super-jumbo datagrams.  This is certainly  not  something  that
       was ever made, nor is likely to ever be made, but it is quite easy for you to configure.

       In  the  previous example, you used the command line to create a simulation that had 100 Csma nodes.  You
       could have just as easily created a simulation with 500  nodes.   If  you  were  actually  modeling  that
       10Base5  vampire-tap  network,  the  maximum  length  of a full-spec Ethernet cable is 500 meters, with a
       minimum tap spacing of 2.5 meters.  That means there could only be 200 taps on a real network.  You could
       have quite easily built an illegal network in that way as  well.   This  may  or  may  not  result  in  a
       meaningful simulation depending on what you are trying to model.

       Similar  situations  can occur in many places in ns-3 and in any simulator.  For example, you may be able
       to position nodes in such a way that they occupy the same space at the same time, or you may be  able  to
       configure amplifiers or noise levels that violate the basic laws of physics.

       ns-3 generally favors flexibility, and many models will allow freely setting Attributes without trying to
       enforce any arbitrary consistency or particular underlying spec.

       The  thing  to  take  home  from  this  is that ns-3 is going to provide a super-flexible base for you to
       experiment with.  It is up to you to understand what you are asking the system to do and  to   make  sure
       that the simulations you create have some meaning and some connection with a reality defined by you.

   Building a Wireless Network Topology
       In  this  section  we  are  going to further expand our knowledge of ns-3 network devices and channels to
       cover an example of a wireless network.  ns-3 provides a set of 802.11 models that attempt to provide  an
       accurate  MAC-level implementation of the 802.11 specification and a “not-so-slow” PHY-level model of the
       802.11a specification.

       Just  as  we  have  seen  both  point-to-point  and  CSMA  topology  helper  objects  when   constructing
       point-to-point  topologies, we will see equivalent Wifi topology helpers in this section.  The appearance
       and operation of these helpers should look quite familiar to you.

       We provide an example script in our examples/tutorial directory.  This script  builds  on  the  second.cc
       script  and  adds a Wi-Fi network.  Go ahead and open examples/tutorial/third.cc in your favorite editor.
       You will have already seen enough ns-3 code to understand most of what is going on in this  example,  but
       there are a few new things, so we will go over the entire script and examine some of the output.

       Just  as  in the second.cc example (and in all ns-3 examples) the file begins with an emacs mode line and
       some GPL boilerplate.

       Take a look at the ASCII art (reproduced below) that shows the default network  topology  constructed  in
       the  example.   You can see that we are going to further extend our example by hanging a wireless network
       off of the left side.  Notice that this is a default network topology since you  can  actually  vary  the
       number of nodes created on the wired and wireless networks.  Just as in the second.cc script case, if you
       change  nCsma,  it will give you a number of “extra” CSMA nodes.  Similarly, you can set nWifi to control
       how many STA (station) nodes are created in the simulation.  There will always be one AP  (access  point)
       node  on  the  wireless  network.   By  default there are three “extra” CSMA nodes and three wireless STA
       nodes.

       The code begins by loading module include files just as was done in the second.cc example.  There  are  a
       couple  of  new  includes  corresponding to the wifi module and the mobility module which we will discuss
       below.

          #include "ns3/core-module.h"
          #include "ns3/point-to-point-module.h"
          #include "ns3/network-module.h"
          #include "ns3/applications-module.h"
          #include "ns3/wifi-module.h"
          #include "ns3/mobility-module.h"
          #include "ns3/csma-module.h"
          #include "ns3/internet-module.h"

       The network topology illustration follows:

          // Default Network Topology
          //
          //   Wifi 10.1.3.0
          //                 AP
          //  *    *    *    *
          //  |    |    |    |    10.1.1.0
          // n5   n6   n7   n0 -------------- n1   n2   n3   n4
          //                   point-to-point  |    |    |    |
          //                                   ================
          //                                     LAN 10.1.2.0

       You can see that we are adding a new network device to the node on the left side  of  the  point-to-point
       link  that becomes the access point for the wireless network.  A number of wireless STA nodes are created
       to fill out the new 10.1.3.0 network as shown on the left side of the illustration.

       After the illustration, the ns-3 namespace is used and a logging component is defined.  This  should  all
       be quite familiar by now.

          using namespace ns3;

          NS_LOG_COMPONENT_DEFINE ("ThirdScriptExample");

       The  main  program  begins  just  like  second.cc  by adding some command line parameters for enabling or
       disabling logging components and for changing the number of devices created.

          bool verbose = true;
          uint32_t nCsma = 3;
          uint32_t nWifi = 3;

          CommandLine cmd;
          cmd.AddValue ("nCsma", "Number of \"extra\" CSMA nodes/devices", nCsma);
          cmd.AddValue ("nWifi", "Number of wifi STA devices", nWifi);
          cmd.AddValue ("verbose", "Tell echo applications to log if true", verbose);

          cmd.Parse (argc,argv);

          if (verbose)
            {
              LogComponentEnable("UdpEchoClientApplication", LOG_LEVEL_INFO);
              LogComponentEnable("UdpEchoServerApplication", LOG_LEVEL_INFO);
            }

       Just as in all of the previous examples, the next step is to create two nodes that we  will  connect  via
       the point-to-point link.

          NodeContainer p2pNodes;
          p2pNodes.Create (2);

       Next,  we  see  an  old  friend.   We  instantiate  a  PointToPointHelper  and set the associated default
       Attributes so that we create a five megabit per second transmitter on devices created  using  the  helper
       and  a two millisecond delay on channels created by the helper.  We then Install the devices on the nodes
       and the channel between them.

          PointToPointHelper pointToPoint;
          pointToPoint.SetDeviceAttribute ("DataRate", StringValue ("5Mbps"));
          pointToPoint.SetChannelAttribute ("Delay", StringValue ("2ms"));

          NetDeviceContainer p2pDevices;
          p2pDevices = pointToPoint.Install (p2pNodes);

       Next, we declare another NodeContainer to hold the nodes that will be part of the bus (CSMA) network.

          NodeContainer csmaNodes;
          csmaNodes.Add (p2pNodes.Get (1));
          csmaNodes.Create (nCsma);

       The next line of code Gets the first node (as in having an index of one)  from  the  point-to-point  node
       container  and  adds  it  to  the container of nodes that will get CSMA devices.  The node in question is
       going to end up with a point-to-point device and a CSMA device.  We then create a number of “extra” nodes
       that compose the remainder of the CSMA network.

       We then instantiate a CsmaHelper and set its Attributes as we did in the previous example.  We  create  a
       NetDeviceContainer  to keep track of the created CSMA net devices and then we Install CSMA devices on the
       selected nodes.

          CsmaHelper csma;
          csma.SetChannelAttribute ("DataRate", StringValue ("100Mbps"));
          csma.SetChannelAttribute ("Delay", TimeValue (NanoSeconds (6560)));

          NetDeviceContainer csmaDevices;
          csmaDevices = csma.Install (csmaNodes);

       Next, we are going to create the nodes that will be part of the Wi-Fi network.  We are going to create  a
       number  of  “station”  nodes  as  specified  by  the  command  line argument, and we are going to use the
       “leftmost” node of the point-to-point link as the node for the access point.

          NodeContainer wifiStaNodes;
          wifiStaNodes.Create (nWifi);
          NodeContainer wifiApNode = p2pNodes.Get (0);

       The next bit of code constructs the wifi devices and  the  interconnection  channel  between  these  wifi
       nodes. First, we configure the PHY and channel helpers:

          YansWifiChannelHelper channel = YansWifiChannelHelper::Default ();
          YansWifiPhyHelper phy = YansWifiPhyHelper::Default ();

       For  simplicity,  this  code  uses  the  default  PHY  layer  configuration  and channel models which are
       documented   in   the   API   doxygen   documentation   for   the   YansWifiChannelHelper::Default    and
       YansWifiPhyHelper::Default  methods.  Once  these  objects  are  created,  we create a channel object and
       associate it to our PHY layer object manager to make sure that all the PHY layer objects created  by  the
       YansWifiPhyHelper share the same underlying channel, that is, they share the same wireless medium and can
       communication and interfere:

          phy.SetChannel (channel.Create ());

       Once  the  PHY  helper  is configured, we can focus on the MAC layer. Here we choose to work with non-Qos
       MACs. WifiMacHelper object is used to set MAC parameters.

          WifiHelper wifi;
          wifi.SetRemoteStationManager ("ns3::AarfWifiManager");

          WifiMacHelper mac;

       The SetRemoteStationManager method tells the helper the type of rate control algorithm to use.  Here,  it
       is asking the helper to use the AARF algorithm — details are, of course, available in Doxygen.

       Next, we configure the type of MAC, the SSID of the infrastructure network we want to setup and make sure
       that our stations don’t perform active probing:

          Ssid ssid = Ssid ("ns-3-ssid");
          mac.SetType ("ns3::StaWifiMac",
            "Ssid", SsidValue (ssid),
            "ActiveProbing", BooleanValue (false));

       This code first creates an 802.11 service set identifier (SSID) object that will be used to set the value
       of  the  “Ssid” Attribute of the MAC layer implementation.  The particular kind of MAC layer that will be
       created by the helper is specified by Attribute as being of the “ns3::StaWifiMac”  type.   “QosSupported”
       Attribute  is  set  to  false  by  default  for  WifiMacHelper  objects.  The  combination  of  these two
       configurations means that the MAC instance next created will be a non-QoS  non-AP  station  (STA)  in  an
       infrastructure  BSS  (i.e.,  a  BSS with an AP).  Finally, the “ActiveProbing” Attribute is set to false.
       This means that probe requests will not be sent by MACs created by this helper.

       Once all the station-specific parameters are fully configured, both at the MAC and  PHY  layers,  we  can
       invoke our now-familiar Install method to create the Wi-Fi devices of these stations:

          NetDeviceContainer staDevices;
          staDevices = wifi.Install (phy, mac, wifiStaNodes);

       We  have  configured  Wi-Fi  for all of our STA nodes, and now we need to configure the AP (access point)
       node.  We begin this process by changing the default Attributes  of  the  WifiMacHelper  to  reflect  the
       requirements of the AP.

          mac.SetType ("ns3::ApWifiMac",
                       "Ssid", SsidValue (ssid));

       In  this  case,  the  WifiMacHelper  is  going  to  create MAC layers of the “ns3::ApWifiMac”, the latter
       specifying that a MAC instance configured as an AP should be  created.  We  do  not  change  the  default
       setting  of  “QosSupported”  Attribute,  so it remains false - disabling 802.11e/WMM-style QoS support at
       created APs.

       The next lines create the single AP which shares the same set of PHY-level Attributes  (and  channel)  as
       the stations:

          NetDeviceContainer apDevices;
          apDevices = wifi.Install (phy, mac, wifiApNode);

       Now,  we are going to add mobility models.  We want the STA nodes to be mobile, wandering around inside a
       bounding box, and we want to make the AP node stationary.  We use the MobilityHelper to  make  this  easy
       for  us.  First, we instantiate a MobilityHelper object and set some Attributes controlling the “position
       allocator” functionality.

          MobilityHelper mobility;

          mobility.SetPositionAllocator ("ns3::GridPositionAllocator",
            "MinX", DoubleValue (0.0),
            "MinY", DoubleValue (0.0),
            "DeltaX", DoubleValue (5.0),
            "DeltaY", DoubleValue (10.0),
            "GridWidth", UintegerValue (3),
            "LayoutType", StringValue ("RowFirst"));

       This code tells the mobility helper to use a two-dimensional grid to initially place the STA nodes.  Feel
       free to explore the Doxygen for class ns3::GridPositionAllocator to see exactly what is being done.

       We have arranged our nodes on an initial grid, but now we need to tell them how to move.  We  choose  the
       RandomWalk2dMobilityModel  which has the nodes move in a random direction at a random speed around inside
       a bounding box.

          mobility.SetMobilityModel ("ns3::RandomWalk2dMobilityModel",
            "Bounds", RectangleValue (Rectangle (-50, 50, -50, 50)));

       We now tell the MobilityHelper to install the mobility models on the STA nodes.

          mobility.Install (wifiStaNodes);

       We want the access point to remain in a fixed position during the  simulation.   We  accomplish  this  by
       setting the mobility model for this node to be the ns3::ConstantPositionMobilityModel:

          mobility.SetMobilityModel ("ns3::ConstantPositionMobilityModel");
          mobility.Install (wifiApNode);

       We  now have our nodes, devices and channels created, and mobility models chosen for the Wi-Fi nodes, but
       we have no protocol stacks present.  Just as we  have  done  previously  many  times,  we  will  use  the
       InternetStackHelper to install these stacks.

          InternetStackHelper stack;
          stack.Install (csmaNodes);
          stack.Install (wifiApNode);
          stack.Install (wifiStaNodes);

       Just as in the second.cc example script, we are going to use the Ipv4AddressHelper to assign IP addresses
       to  our  device interfaces.  First we use the network 10.1.1.0 to create the two addresses needed for our
       two point-to-point devices.  Then we use network 10.1.2.0 to assign addresses to  the  CSMA  network  and
       then  we  assign  addresses  from  network  10.1.3.0  to  both the STA devices and the AP on the wireless
       network.

          Ipv4AddressHelper address;

          address.SetBase ("10.1.1.0", "255.255.255.0");
          Ipv4InterfaceContainer p2pInterfaces;
          p2pInterfaces = address.Assign (p2pDevices);

          address.SetBase ("10.1.2.0", "255.255.255.0");
          Ipv4InterfaceContainer csmaInterfaces;
          csmaInterfaces = address.Assign (csmaDevices);

          address.SetBase ("10.1.3.0", "255.255.255.0");
          address.Assign (staDevices);
          address.Assign (apDevices);

       We put the echo server on the “rightmost” node in the illustration at the start of  the  file.   We  have
       done this before.

          UdpEchoServerHelper echoServer (9);

          ApplicationContainer serverApps = echoServer.Install (csmaNodes.Get (nCsma));
          serverApps.Start (Seconds (1.0));
          serverApps.Stop (Seconds (10.0));

       And  we  put  the  echo  client  on  the  last STA node we created, pointing it to the server on the CSMA
       network.  We have also seen similar operations before.

          UdpEchoClientHelper echoClient (csmaInterfaces.GetAddress (nCsma), 9);
          echoClient.SetAttribute ("MaxPackets", UintegerValue (1));
          echoClient.SetAttribute ("Interval", TimeValue (Seconds (1.0)));
          echoClient.SetAttribute ("PacketSize", UintegerValue (1024));

          ApplicationContainer clientApps =
            echoClient.Install (wifiStaNodes.Get (nWifi - 1));
          clientApps.Start (Seconds (2.0));
          clientApps.Stop (Seconds (10.0));

       Since we have built an internetwork here, we need to enable internetwork routing just as we  did  in  the
       second.cc example script.

          Ipv4GlobalRoutingHelper::PopulateRoutingTables ();

       One  thing  that  can  surprise  some  users  is  the fact that the simulation we just created will never
       “naturally” stop.  This is because we asked the wireless access  point  to  generate  beacons.   It  will
       generate  beacons  forever,  and  this  will  result  in simulator events being scheduled into the future
       indefinitely, so we must tell the simulator to stop even though it  may  have  beacon  generation  events
       scheduled.   The  following  line  of  code tells the simulator to stop so that we don’t simulate beacons
       forever and enter what is essentially an endless loop.

          Simulator::Stop (Seconds (10.0));

       We create just enough tracing to cover all three networks:

          pointToPoint.EnablePcapAll ("third");
          phy.EnablePcap ("third", apDevices.Get (0));
          csma.EnablePcap ("third", csmaDevices.Get (0), true);

       These three lines of code will start pcap tracing on both of the point-to-point nodes that serves as  our
       backbone,  will  start  a  promiscuous  (monitor)  mode  trace  on  the  Wi-Fi  network, and will start a
       promiscuous trace on the CSMA network.  This will let us see all of the traffic with a minimum number  of
       trace files.

       Finally, we actually run the simulation, clean up and then exit the program.

            Simulator::Run ();
            Simulator::Destroy ();
            return 0;
          }

       In order to run this example, you have to copy the third.cc example script into the scratch directory and
       use  Waf  to  build just as you did with the second.cc example.  If you are in the top-level directory of
       the repository you would type,

          $ cp examples/tutorial/third.cc scratch/mythird.cc
          $ ./waf
          $ ./waf --run scratch/mythird

       Again, since we have set up the UDP echo applications just as we did in the second.cc  script,  you  will
       see similar 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 (0.407s)
          At time 2s client sent 1024 bytes to 10.1.2.4 port 9
          At time 2.01796s server received 1024 bytes from 10.1.3.3 port 49153
          At time 2.01796s server sent 1024 bytes to 10.1.3.3 port 49153
          At time 2.03364s client received 1024 bytes from 10.1.2.4 port 9

       Recall  that  the first message, Sent 1024 bytes to 10.1.2.4,” is the UDP echo client sending a packet to
       the server.  In this case, the client is  on  the  wireless  network  (10.1.3.0).   The  second  message,
       “Received  1024  bytes  from  10.1.3.3,” is from the UDP echo server, generated when it receives the echo
       packet.  The final message, “Received 1024 bytes from 10.1.2.4,” is from the echo client, indicating that
       it has received its echo back from the server.

       If you now go and look in the top level directory, you will find four trace files from  this  simulation,
       two from node zero and two from node one:

          third-0-0.pcap  third-0-1.pcap  third-1-0.pcap  third-1-1.pcap

       The  file  “third-0-0.pcap”  corresponds to the point-to-point device on node zero – the left side of the
       “backbone”.  The file “third-1-0.pcap” corresponds to the point-to-point device on node one –  the  right
       side  of the “backbone”.  The file “third-0-1.pcap” will be the promiscuous (monitor mode) trace from the
       Wi-Fi network and the file “third-1-1.pcap” will be the promiscuous trace from the CSMA network.  Can you
       verify this by inspecting the code?

       Since the echo client is on the Wi-Fi network, let’s start there.  Let’s take a look at  the  promiscuous
       (monitor mode) trace we captured on that network.

          $ tcpdump -nn -tt -r third-0-1.pcap

       You should see some wifi-looking contents you haven’t seen here before:

          reading from file third-0-1.pcap, link-type IEEE802_11 (802.11)
          0.000025 Beacon (ns-3-ssid) [6.0* 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit] IBSS
          0.000308 Assoc Request (ns-3-ssid) [6.0 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit]
          0.000324 Acknowledgment RA:00:00:00:00:00:08
          0.000402 Assoc Response AID(0) :: Successful
          0.000546 Acknowledgment RA:00:00:00:00:00:0a
          0.000721 Assoc Request (ns-3-ssid) [6.0 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit]
          0.000737 Acknowledgment RA:00:00:00:00:00:07
          0.000824 Assoc Response AID(0) :: Successful
          0.000968 Acknowledgment RA:00:00:00:00:00:0a
          0.001134 Assoc Request (ns-3-ssid) [6.0 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit]
          0.001150 Acknowledgment RA:00:00:00:00:00:09
          0.001273 Assoc Response AID(0) :: Successful
          0.001417 Acknowledgment RA:00:00:00:00:00:0a
          0.102400 Beacon (ns-3-ssid) [6.0* 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit] IBSS
          0.204800 Beacon (ns-3-ssid) [6.0* 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit] IBSS
          0.307200 Beacon (ns-3-ssid) [6.0* 9.0 12.0 18.0 24.0 36.0 48.0 54.0 Mbit] IBSS

       You  can  see  that the link type is now 802.11 as you would expect.  You can probably understand what is
       going on and find the IP echo request and response packets in this trace.  We leave it as an exercise  to
       completely parse the trace dump.

       Now, look at the pcap file of the left side of the point-to-point link,

          $ tcpdump -nn -tt -r third-0-0.pcap

       Again, you should see some familiar looking contents:

          reading from file third-0-0.pcap, link-type PPP (PPP)
          2.008151 IP 10.1.3.3.49153 > 10.1.2.4.9: UDP, length 1024
          2.026758 IP 10.1.2.4.9 > 10.1.3.3.49153: UDP, length 1024

       This  is  the  echo  packet  going  from  left  to  right  (from Wi-Fi to CSMA) and back again across the
       point-to-point link.

       Now, look at the pcap file of the right side of the point-to-point link,

          $ tcpdump -nn -tt -r third-1-0.pcap

       Again, you should see some familiar looking contents:

          reading from file third-1-0.pcap, link-type PPP (PPP)
          2.011837 IP 10.1.3.3.49153 > 10.1.2.4.9: UDP, length 1024
          2.023072 IP 10.1.2.4.9 > 10.1.3.3.49153: UDP, length 1024

       This is also the echo packet going from left to right (from Wi-Fi to CSMA)  and  back  again  across  the
       point-to-point link with slightly different timings as you might expect.

       The echo server is on the CSMA network, let’s look at the promiscuous trace there:

          $ tcpdump -nn -tt -r third-1-1.pcap

       You should see some familiar looking contents:

          reading from file third-1-1.pcap, link-type EN10MB (Ethernet)
          2.017837 ARP, Request who-has 10.1.2.4 (ff:ff:ff:ff:ff:ff) tell 10.1.2.1, length 50
          2.017861 ARP, Reply 10.1.2.4 is-at 00:00:00:00:00:06, length 50
          2.017861 IP 10.1.3.3.49153 > 10.1.2.4.9: UDP, length 1024
          2.022966 ARP, Request who-has 10.1.2.1 (ff:ff:ff:ff:ff:ff) tell 10.1.2.4, length 50
          2.022966 ARP, Reply 10.1.2.1 is-at 00:00:00:00:00:03, length 50
          2.023072 IP 10.1.2.4.9 > 10.1.3.3.49153: UDP, length 1024

       This  should be easily understood.  If you’ve forgotten, go back and look at the discussion in second.cc.
       This is the same sequence.

       Now, we spent a lot of time setting up mobility models for the wireless network and  so  it  would  be  a
       shame  to  finish  up  without  even  showing  that  the  STA nodes are actually moving around during the
       simulation.  Let’s do this by hooking into the MobilityModel course change trace source.  This is just  a
       sneak  peek into the detailed tracing section which is coming up, but this seems a very nice place to get
       an example in.

       As mentioned in the “Tweaking ns-3” section, the ns-3 tracing system is divided into  trace  sources  and
       trace  sinks,  and  we  provide  functions to connect the two.  We will use the mobility model predefined
       course change trace source to originate the trace events.  We will need to write a trace sink to  connect
       to  that  source  that  will  display  some  pretty  information for us.  Despite its reputation as being
       difficult, it’s really quite simple.  Just before the  main  program  of  the  scratch/mythird.cc  script
       (i.e., just after the NS_LOG_COMPONENT_DEFINE statement), add the following function:

          void
          CourseChange (std::string context, Ptr<const MobilityModel> model)
          {
            Vector position = model->GetPosition ();
            NS_LOG_UNCOND (context <<
              " x = " << position.x << ", y = " << position.y);
          }

       This  code just pulls the position information from the mobility model and unconditionally logs the x and
       y position of the node.  We are going to arrange for this function to be called every time  the  wireless
       node  with the echo client changes its position.  We do this using the Config::Connect function.  Add the
       following lines of code to the script just before the Simulator::Run call.

          std::ostringstream oss;
          oss <<
            "/NodeList/" << wifiStaNodes.Get (nWifi - 1)->GetId () <<
            "/$ns3::MobilityModel/CourseChange";

          Config::Connect (oss.str (), MakeCallback (&CourseChange));

       What we do here is to create a string containing the tracing namespace path of the event to which we want
       to connect.  First, we have to figure out which node it is we want using the GetId  method  as  described
       earlier.   In  the case of the default number of CSMA and wireless nodes, this turns out to be node seven
       and the tracing namespace path to the mobility model would look like,

          /NodeList/7/$ns3::MobilityModel/CourseChange

       Based on the discussion in the tracing section, you may infer that this trace path references the seventh
       node  in  the  global  NodeList.   It  specifies  what  is  called   an   aggregated   object   of   type
       ns3::MobilityModel.   The  dollar sign prefix implies that the MobilityModel is aggregated to node seven.
       The last component of the path means that we are hooking into the “CourseChange” event of that model.

       We make  a  connection  between  the  trace  source  in  node  seven  with  our  trace  sink  by  calling
       Config::Connect  and  passing  this namespace path.  Once this is done, every course change event on node
       seven will be hooked into our trace sink, which will in turn print out the new position.

       If you now run the simulation, you will see the course changes displayed as they happen.

          'build' finished successfully (5.989s)
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10, y = 0
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10.3841, y = 0.923277
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10.2049, y = 1.90708
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10.8136, y = 1.11368
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10.8452, y = 2.11318
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10.9797, y = 3.10409
          At time 2s client sent 1024 bytes to 10.1.2.4 port 9
          At time 2.01796s server received 1024 bytes from 10.1.3.3 port 49153
          At time 2.01796s server sent 1024 bytes to 10.1.3.3 port 49153
          At time 2.03364s client received 1024 bytes from 10.1.2.4 port 9
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 11.3273, y = 4.04175
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 12.013, y = 4.76955
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 12.4317, y = 5.67771
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 11.4607, y = 5.91681
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 12.0155, y = 6.74878
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 13.0076, y = 6.62336
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 12.6285, y = 5.698
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 13.32, y = 4.97559
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 13.1134, y = 3.99715
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 13.8359, y = 4.68851
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 13.5953, y = 3.71789
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 12.7595, y = 4.26688
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 11.7629, y = 4.34913
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 11.2292, y = 5.19485
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 10.2344, y = 5.09394
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 9.3601, y = 4.60846
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 8.40025, y = 4.32795
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 9.14292, y = 4.99761
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 9.08299, y = 5.99581
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 8.26068, y = 5.42677
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 8.35917, y = 6.42191
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 7.66805, y = 7.14466
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 6.71414, y = 6.84456
          /NodeList/7/$ns3::MobilityModel/CourseChange x = 6.42489, y = 7.80181

TRACING

   Background
       As mentioned in UsingTracingSystem, the whole point of running an ns-3 simulation is to  generate  output
       for  study.   You  have  two  basic strategies to obtain output from ns-3: using generic pre-defined bulk
       output mechanisms and parsing their content to extract interesting information; or somehow developing  an
       output mechanism that conveys exactly (and perhaps only) the information wanted.

       Using  pre-defined  bulk output mechanisms has the advantage of not requiring any changes to ns-3, but it
       may require writing scripts to parse and filter for data of  interest.   Often,  PCAP  or  NS_LOG  output
       messages are gathered during simulation runs and separately run through scripts that use grep, sed or awk
       to  parse  the messages and reduce and transform the data to a manageable form.  Programs must be written
       to do the transformation, so this does not come for free.  NS_LOG output is not considered  part  of  the
       ns-3  API, and can change without warning between releases.  In addition, NS_LOG output is only available
       in debug builds, so relying on it imposes a performance  penalty.   Of  course,  if  the  information  of
       interest does not exist in any of the pre-defined output mechanisms, this approach fails.

       If  you  need to add some tidbit of information to the pre-defined bulk mechanisms, this can certainly be
       done; and if you use one of the ns-3 mechanisms, you may get your code added as a contribution.

       ns-3 provides another mechanism, called Tracing, that avoids some of the problems inherent  in  the  bulk
       output  mechanisms.   It  has several important advantages.  First, you can reduce the amount of data you
       have to manage by only tracing the events of interest to you (for large simulations,  dumping  everything
       to disk for post-processing can create I/O bottlenecks).  Second, if you use this method, you can control
       the  format  of  the  output  directly so you avoid the postprocessing step with sed, awk, perl or python
       scripts.  If you desire, your output can be formatted directly into a form  acceptable  by  gnuplot,  for
       example  (see  also  GnuplotHelper).   You  can add hooks in the core which can then be accessed by other
       users, but which will produce no information unless explicitly asked to do so.   For  these  reasons,  we
       believe  that  the ns-3 tracing system is the best way to get information out of a simulation and is also
       therefore one of the most important mechanisms to understand in ns-3.

   Blunt Instruments
       There are many ways to get information out of a program.  The most straightforward way is to  just  print
       the information directly to the standard output, as in:

          #include <iostream>
          ...
          void
          SomeFunction (void)
          {
            uint32_t x = SOME_INTERESTING_VALUE;
            ...
            std::cout << "The value of x is " << x << std::endl;
            ...
          }

       Nobody  is  going to prevent you from going deep into the core of ns-3 and adding print statements.  This
       is insanely easy to do and, after all, you have complete control of your  own  ns-3  branch.   This  will
       probably not turn out to be very satisfactory in the long term, though.

       As  the  number of print statements increases in your programs, the task of dealing with the large number
       of outputs will become more and more complicated.  Eventually, you may feel  the  need  to  control  what
       information  is being printed in some way, perhaps by turning on and off certain categories of prints, or
       increasing or decreasing the amount of information you want.  If you continue  down  this  path  you  may
       discover  that  you have re-implemented the NS_LOG mechanism (see UsingLogging).  In order to avoid that,
       one of the first things you might consider is using NS_LOG itself.

       We mentioned above that one way to get information out of ns-3 is to parse  existing  NS_LOG  output  for
       interesting  information.   If  you  discover  that some tidbit of information you need is not present in
       existing log output, you could edit the core of ns-3 and simply add your interesting information  to  the
       output stream.  Now, this is certainly better than adding your own print statements since it follows ns-3
       coding conventions and could potentially be useful to other people as a patch to the existing core.

       Let’s   pick   a   random  example.   If  you  wanted  to  add  more  logging  to  the  ns-3  TCP  socket
       (tcp-socket-base.cc) you could just add a new  message  down  in  the  implementation.   Notice  that  in
       TcpSocketBase::ProcessEstablished  ()  there  is  no  log  message  for  the  reception  of  a SYN+ACK in
       ESTABLISHED state.  You could simply add one, changing the code.  Here is the original:

          /* Received a packet upon ESTABLISHED state. This function is mimicking the
              role of tcp_rcv_established() in tcp_input.c in Linux kernel. */
          void
          TcpSocketBase::ProcessEstablished (Ptr<Packet> packet, const TcpHeader& tcpHeader)
          {
            NS_LOG_FUNCTION (this << tcpHeader);
            ...

            else if (tcpflags == (TcpHeader::SYN | TcpHeader::ACK))
              { // No action for received SYN+ACK, it is probably a duplicated packet
              }
            ...

       To log the SYN+ACK case, you can add a new NS_LOG_LOGIC in the if statement body:

          /* Received a packet upon ESTABLISHED state. This function is mimicking the
              role of tcp_rcv_established() in tcp_input.c in Linux kernel. */
          void
          TcpSocketBase::ProcessEstablished (Ptr<Packet> packet, const TcpHeader& tcpHeader)
          {
            NS_LOG_FUNCTION (this << tcpHeader);
            ...
            else if (tcpflags == (TcpHeader::SYN | TcpHeader::ACK))
              { // No action for received SYN+ACK, it is probably a duplicated packet
                NS_LOG_LOGIC ("TcpSocketBase " << this << " ignoring SYN+ACK");
              }
            ...

       This may seem fairly simple and satisfying at first glance, but something to consider is that you will be
       writing code to add NS_LOG statements and you will also have to write  code  (as  in  grep,  sed  or  awk
       scripts)  to  parse the log output in order to isolate your information.  This is because even though you
       have some control over what is output by the logging system, you  only  have  control  down  to  the  log
       component level, which is typically an entire source code file.

       If you are adding code to an existing module, you will also have to live with the output that every other
       developer  has  found interesting.  You may find that in order to get the small amount of information you
       need, you may have to wade through huge amounts of extraneous messages that are of no  interest  to  you.
       You  may  be forced to save huge log files to disk and process them down to a few lines whenever you want
       to do anything.

       Since there are no guarantees in ns-3 about the stability of NS_LOG output, you may  also  discover  that
       pieces  of  log  output  which  you depend on disappear or change between releases.  If you depend on the
       structure of the output, you may find other messages being added or deleted which may affect your parsing
       code.

       Finally, NS_LOG output is only available in debug builds, you can’t get log output from optimized builds,
       which run about twice as fast.  Relying on NS_LOG imposes a performance penalty.

       For these reasons, we consider prints to std::cout and NS_LOG messages to be quick and dirty ways to  get
       more information out of ns-3, but not suitable for serious work.

       It  is desirable to have a stable facility using stable APIs that allow one to reach into the core system
       and only get the information required.  It is desirable to be able to do this without  having  to  change
       and  recompile  the  core  system.  Even better would be a system that notified user code when an item of
       interest changed or an interesting event happened so the user doesn’t have to actively poke around in the
       system looking for things.

       The ns-3 tracing system is designed to work along those lines and is well-integrated with  the  Attribute
       and Config subsystems allowing for relatively simple use scenarios.

   Overview
       The  ns-3 tracing system is built on the concepts of independent tracing sources and tracing sinks, along
       with a uniform mechanism for connecting sources to sinks.

       Trace sources are entities that can signal events that happen in  a  simulation  and  provide  access  to
       interesting  underlying  data.  For example, a trace source could indicate when a packet is received by a
       net device and provide access to the packet contents for interested trace sinks.  A  trace  source  might
       also indicate when an interesting state change happens in a model.  For example, the congestion window of
       a  TCP model is a prime candidate for a trace source.  Every time the congestion window changes connected
       trace sinks are notified with the old and new value.

       Trace sources are not useful by themselves; they must be connected to other pieces of code that  actually
       do  something  useful  with  the  information  provided  by  the source.  The entities that consume trace
       information are called trace sinks.  Trace sources are generators of data and trace sinks are  consumers.
       This  explicit  division  allows  for large numbers of trace sources to be scattered around the system in
       places which model authors believe might be useful.  Inserting trace  sources  introduces  a  very  small
       execution overhead.

       There  can  be  zero  or  more consumers of trace events generated by a trace source.  One can think of a
       trace source as a kind of point-to-multipoint information link.  Your code looking for trace events  from
       a  particular piece of core code could happily coexist with other code doing something entirely different
       from the same information.

       Unless a user connects a trace sink to one of these sources, nothing is output.   By  using  the  tracing
       system,  both you and other people hooked to the same trace source are getting exactly what they want and
       only what they want out of the system.  Neither of you are impacting any  other  user  by  changing  what
       information  is  output  by  the  system.   If  you  happen  to  add  a trace source, your work as a good
       open-source citizen may allow other users to provide new utilities that are perhaps very useful  overall,
       without making any changes to the ns-3 core.

   Simple Example
       Let’s  take  a  few  minutes  and  walk  through a simple tracing example.  We are going to need a little
       background on Callbacks to understand what is happening in the example, so we have to take a small detour
       right away.

   Callbacks
       The goal of the Callback system in ns-3 is to allow one piece of code to call a function  (or  method  in
       C++)  without  any  specific  inter-module  dependency.   This  ultimately  means  you  need some kind of
       indirection – you treat the address of the called function as a variable.   This  variable  is  called  a
       pointer-to-function  variable.   The  relationship  between function and pointer-to-function is really no
       different that that of object and pointer-to-object.

       In C the canonical example of a pointer-to-function  is  a  pointer-to-function-returning-integer  (PFI).
       For a PFI taking one int parameter, this could be declared like,

          int (*pfi)(int arg) = 0;

       (But  read  the  C++-FAQ Section 33 before writing code like this!)  What you get from this is a variable
       named simply pfi that is initialized to the value 0.  If you want to initialize this pointer to something
       meaningful, you need to have a function with a matching signature.  In this case,  you  could  provide  a
       function that looks like:

          int MyFunction (int arg) {}

       If you have this target, you can initialize the variable to point to your function:

          pfi = MyFunction;

       You can then call MyFunction indirectly using the more suggestive form of the call:

          int result = (*pfi) (1234);

       This  is  suggestive  since  it looks like you are dereferencing the function pointer just like you would
       dereference any pointer.  Typically, however, people take advantage of the fact that the  compiler  knows
       what is going on and will just use a shorter form:

          int result = pfi (1234);

       This  looks  like  you are calling a function named pfi, but the compiler is smart enough to know to call
       through the variable pfi indirectly to the function MyFunction.

       Conceptually, this is almost exactly how the  tracing  system  works.   Basically,  a  trace  sink  is  a
       callback.   When  a trace sink expresses interest in receiving trace events, it adds itself as a Callback
       to a list of Callbacks internally held by the trace source.  When an interesting event happens, the trace
       source invokes its operator(...) providing zero or more arguments.  The operator(...) eventually  wanders
       down into the system and does something remarkably like the indirect call you just saw, providing zero or
       more parameters, just as the call to pfi above passed one parameter to the target function MyFunction.

       The  important difference that the tracing system adds is that for each trace source there is an internal
       list of Callbacks.  Instead of just making  one  indirect  call,  a  trace  source  may  invoke  multiple
       Callbacks.   When a trace sink expresses interest in notifications from a trace source, it basically just
       arranges to add its own function to the callback list.

       If you are interested in more details about how this is actually arranged in ns-3, feel  free  to  peruse
       the Callback section of the ns-3 Manual.

   Walkthrough: fourth.cc
       We  have  provided  some  code  to  implement  what is really the simplest example of tracing that can be
       assembled.  You can find this code in the tutorial directory as fourth.cc.  Let’s walk through it:

          /* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
          /*
           * 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
           */

          #include "ns3/object.h"
          #include "ns3/uinteger.h"
          #include "ns3/traced-value.h"
          #include "ns3/trace-source-accessor.h"

          #include <iostream>

          using namespace ns3;

       Most of this code should be quite familiar to you.  As mentioned above, the trace system makes heavy  use
       of  the  Object  and  Attribute  systems, so you will need to include them.  The first two includes above
       bring in the declarations for those systems explicitly.  You could use the  core  module  header  to  get
       everything at once, but we do the includes explicitly here to illustrate how simple this all really is.

       The  file,  traced-value.h  brings  in  the  required  declarations  for tracing of data that obeys value
       semantics.  In general, value semantics just means that you can pass the  object  itself  around,  rather
       than passing the address of the object.  What this all really means is that you will be able to trace all
       changes made to a TracedValue in a really simple way.

       Since  the  tracing system is integrated with Attributes, and Attributes work with Objects, there must be
       an ns-3 Object for the trace source to live in.  The next code snippet  declares  and  defines  a  simple
       Object we can work with.

          class MyObject : public Object
          {
          public:
            static TypeId GetTypeId (void)
            {
              static TypeId tid = TypeId ("MyObject")
                .SetParent (Object::GetTypeId ())
                .SetGroupName ("MyGroup")
                .AddConstructor<MyObject> ()
                .AddTraceSource ("MyInteger",
                                 "An integer value to trace.",
                                 MakeTraceSourceAccessor (&MyObject::m_myInt),
                                 "ns3::TracedValueCallback::Int32")
                ;
              return tid;
            }

            MyObject () {}
            TracedValue<int32_t> m_myInt;
          };

       The  two  important  lines  of  code,  above,  with  respect  to  tracing are the .AddTraceSource and the
       TracedValue declaration of m_myInt.

       The .AddTraceSource provides the “hooks” used for connecting  the  trace  source  to  the  outside  world
       through the Config system.  The first argument is a name for this trace source, which makes it visible in
       the  Config  system. The second argument is a help string.  Now look at the third argument, in fact focus
       on the argument of the third argument: &MyObject::m_myInt. This is the TracedValue which is  being  added
       to  the  class;  it  is always a class data member.  (The final argument is the name of a typedef for the
       TracedValue type, as a string.  This is used to generate documentation for the correct Callback  function
       signature, which is useful especially for more general types of Callbacks.)

       The TracedValue<> declaration provides the infrastructure that drives the callback process.  Any time the
       underlying value is changed the TracedValue mechanism will provide both the old and the new value of that
       variable,  in  this  case  an int32_t value.  The trace sink function traceSink for this TracedValue will
       need the signature

          void (* traceSink)(int32_t oldValue, int32_t newValue);

       All trace sinks hooking this trace source must have this signature.  We’ll  discuss  below  how  you  can
       determine the required callback signature in other cases.

       Sure enough, continuing through fourth.cc we see:

          void
          IntTrace (int32_t oldValue, int32_t newValue)
          {
            std::cout << "Traced " << oldValue << " to " << newValue << std::endl;
          }

       This  is  the  definition  of  a  matching  trace sink.  It corresponds directly to the callback function
       signature.  Once it is connected, this function will be called whenever the TracedValue changes.

       We have now seen the trace source and the trace sink.  What remains is code to connect the source to  the
       sink, which happens in main:

          int
          main (int argc, char *argv[])
          {
            Ptr<MyObject> myObject = CreateObject<MyObject> ();
            myObject->TraceConnectWithoutContext ("MyInteger", MakeCallback(&IntTrace));

            myObject->m_myInt = 1234;
          }

       Here we first create the MyObject instance in which the trace source lives.

       The  next  step,  the  TraceConnectWithoutContext,  forms the connection between the trace source and the
       trace sink.  The first argument is just the trace source name  “MyInteger”  we  saw  above.   Notice  the
       MakeCallback  template  function.   This  function  does the magic required to create the underlying ns-3
       Callback object and associate it with the function IntTrace.  TraceConnect makes the association  between
       your  provided  function  and overloaded operator() in the traced variable referred to by the “MyInteger”
       Attribute.  After this association is made, the trace source will “fire” your provided callback function.

       The code to make all of this happen is, of course, non-trivial, but the essence is that you are arranging
       for something that looks just like the pfi() example above  to  be  called  by  the  trace  source.   The
       declaration  of  the  TracedValue<int32_t>  m_myInt;  in  the  Object itself performs the magic needed to
       provide the overloaded assignment operators that will use the operator() to actually invoke the  Callback
       with  the  desired  parameters.   The  .AddTraceSource  performs the magic to connect the Callback to the
       Config system, and TraceConnectWithoutContext performs the magic to connect your function  to  the  trace
       source, which is specified by Attribute name.

       Let’s ignore the bit about context for now.

       Finally, the line assigning a value to m_myInt:

          myObject->m_myInt = 1234;

       should  be interpreted as an invocation of operator= on the member variable m_myInt with the integer 1234
       passed as a parameter.

       Since m_myInt is a TracedValue, this operator is defined to execute a  callback  that  returns  void  and
       takes  two integer values as parameters — an old value and a new value for the integer in question.  That
       is exactly the function signature for the callback function we provided — IntTrace.

       To summarize, a trace source is, in essence, a variable that holds a list of callbacks.  A trace sink  is
       a  function used as the target of a callback.  The Attribute and object type information systems are used
       to provide a way to connect trace sources to trace sinks.   The  act  of  “hitting”  a  trace  source  is
       executing  an  operator  on  the  trace  source  which  fires  callbacks.  This results in the trace sink
       callbacks who registering interest in the source being called with the parameters provided by the source.

       If you now build and run this example,

          $ ./waf --run fourth

       you will see the output from the IntTrace function execute as soon as the trace source is hit:

          Traced 0 to 1234

       When we executed the code, myObject->m_myInt = 1234;, the trace source fired and  automatically  provided
       the  before  and after values to the trace sink.  The function IntTrace then printed this to the standard
       output.

   Connect with Config
       The TraceConnectWithoutContext call shown above in the simple example is actually very rarely used in the
       system.  More typically, the Config subsystem is used to select a trace source in the system  using  what
       is  called  a  Config  path.   We  saw  an  example  of  this in the previous section where we hooked the
       “CourseChange” event when we were experimenting with third.cc.

       Recall that we defined a trace sink to print course change information from the mobility  models  of  our
       simulation.  It should now be a lot more clear to you what this function is doing:

          void
          CourseChange (std::string context, Ptr<const MobilityModel> model)
          {
            Vector position = model->GetPosition ();
            NS_LOG_UNCOND (context <<
              " x = " << position.x << ", y = " << position.y);
          }

       When  we  connected  the  “CourseChange”  trace  source to the above trace sink, we used a Config path to
       specify the source when we arranged a connection between the pre-defined trace source and the  new  trace
       sink:

          std::ostringstream oss;
          oss << "/NodeList/"
              << wifiStaNodes.Get (nWifi - 1)->GetId ()
              << "/$ns3::MobilityModel/CourseChange";

          Config::Connect (oss.str (), MakeCallback (&CourseChange));

       Let’s  try  and  make  some  sense  of  what is sometimes considered relatively mysterious code.  For the
       purposes of discussion, assume that the Node number returned by the GetId() is “7”.  In  this  case,  the
       path above turns out to be

          "/NodeList/7/$ns3::MobilityModel/CourseChange"

       The  last  segment  of a config path must be an Attribute of an Object.  In fact, if you had a pointer to
       the Object that has the “CourseChange” Attribute handy, you could write this just  like  we  did  in  the
       previous  example.  You know by now that we typically store pointers to our Nodes in a NodeContainer.  In
       the third.cc example, the Nodes of interest are stored in the wifiStaNodes NodeContainer.  In fact, while
       putting the path together, we used this container to get a Ptr<Node> which we used to call  GetId().   We
       could have used this Ptr<Node> to call a Connect method directly:

          Ptr<Object> theObject = wifiStaNodes.Get (nWifi - 1);
          theObject->TraceConnectWithoutContext ("CourseChange", MakeCallback (&CourseChange));

       In  the  third.cc  example,  we  actually  wanted  an additional “context” to be delivered along with the
       Callback parameters (which will be explained below) so we could actually  use  the  following  equivalent
       code:

          Ptr<Object> theObject = wifiStaNodes.Get (nWifi - 1);
          theObject->TraceConnect ("CourseChange", MakeCallback (&CourseChange));

       It turns out that the internal code for Config::ConnectWithoutContext and Config::Connect actually find a
       Ptr<Object> and call the appropriate TraceConnect method at the lowest level.

       The  Config  functions  take  a  path that represents a chain of Object pointers.  Each segment of a path
       corresponds to an Object Attribute.  The last segment is the Attribute of interest,  and  prior  segments
       must  be typed to contain or find Objects.  The Config code parses and “walks” this path until it gets to
       the final segment of the path.  It then interprets the last segment as an Attribute on the last Object it
       found while  walking  the  path.   The  Config  functions  then  call  the  appropriate  TraceConnect  or
       TraceConnectWithoutContext  method on the final Object.  Let’s see what happens in a bit more detail when
       the above path is walked.

       The leading “/” character in the path refers to a so-called namespace.  One of the predefined  namespaces
       in  the  config system is “NodeList” which is a list of all of the nodes in the simulation.  Items in the
       list are referred to by indices into the list, so “/NodeList/7” refers to the eighth Node in the list  of
       nodes  created  during  the  simulation  (recall  indices  start  at  0’).   This reference is actually a
       ``Ptr<Node>` and so is a subclass of an ns3::Object.

       As described in the Object  Model  section  of  the  ns-3  Manual,  we  make  widespread  use  of  object
       aggregation.   This  allows  us  to  form  an  association  between  different Objects without building a
       complicated inheritance tree or predeciding what objects will be part of  a  Node.   Each  Object  in  an
       Aggregation can be reached from the other Objects.

       In  our  example the next path segment being walked begins with the “$” character.  This indicates to the
       config system that the segment is the name of an object type, so a GetObject call should be made  looking
       for  that  type.   It  turns  out  that  the  MobilityHelper  used  in third.cc arranges to Aggregate, or
       associate, a mobility model to each of the wireless Nodes.  When you add  the  “$”  you  are  asking  for
       another  Object  that  has  presumably  been  previously  aggregated.  You can think of this as switching
       pointers from the original Ptr<Node> as specified by “/NodeList/7” to its  associated  mobility  model  —
       which  is of type ns3::MobilityModel.  If you are familiar with GetObject, we have asked the system to do
       the following:

          Ptr<MobilityModel> mobilityModel = node->GetObject<MobilityModel> ()

       We are now at the last Object in the path, so we turn our attention to the  Attributes  of  that  Object.
       The  MobilityModel  class defines an Attribute called “CourseChange”.  You can see this by looking at the
       source code in src/mobility/model/mobility-model.cc and searching for  “CourseChange”  in  your  favorite
       editor.  You should find

          .AddTraceSource ("CourseChange",
                           "The value of the position and/or velocity vector changed",
                           MakeTraceSourceAccessor (&MobilityModel::m_courseChangeTrace),
                           "ns3::MobilityModel::CourseChangeCallback")

       which should look very familiar at this point.

       If  you  look for the corresponding declaration of the underlying traced variable in mobility-model.h you
       will find

          TracedCallback<Ptr<const MobilityModel> > m_courseChangeTrace;

       The type declaration TracedCallback identifies m_courseChangeTrace as a special list  of  Callbacks  that
       can  be  hooked  using  the  Config  functions  described  above.   The typedef for the callback function
       signature is also defined in the header file:

          typedef void (* CourseChangeCallback)(Ptr<const MobilityModel> * model);

       The MobilityModel class is designed to be a base class providing  a  common  interface  for  all  of  the
       specific  subclasses.   If  you  search down to the end of the file, you will see a method defined called
       NotifyCourseChange():

          void
          MobilityModel::NotifyCourseChange (void) const
          {
            m_courseChangeTrace(this);
          }

       Derived classes will call into this method whenever they do a course change  to  support  tracing.   This
       method  invokes  operator() on the underlying m_courseChangeTrace, which will, in turn, invoke all of the
       registered Callbacks, calling all of the trace sinks that have registered interest in the trace source by
       calling a Config function.

       So,  in  the  third.cc  example  we  looked  at,  whenever  a  course  change  is  made  in  one  of  the
       RandomWalk2dMobilityModel  instances  installed, there will be a NotifyCourseChange() call which calls up
       into the MobilityModel base class.  As seen above, this invokes operator() on m_courseChangeTrace,  which
       in turn, calls any registered trace sinks.  In the example, the only code registering an interest was the
       code  that  provided  the  Config  path.   Therefore, the CourseChange function that was hooked from Node
       number seven will be the only Callback called.

       The final piece of the puzzle is the “context”.  Recall that we saw an output looking something like  the
       following from third.cc:

          /NodeList/7/$ns3::MobilityModel/CourseChange x = 7.27897, y =
          2.22677

       The first part of the output is the context.  It is simply the path through which the config code located
       the  trace  source.   In the case we have been looking at there can be any number of trace sources in the
       system corresponding to any number of nodes with mobility models.  There needs to be some way to identify
       which trace source is actually the one that fired  the  Callback.   The  easy  way  is  to  connect  with
       Config::Connect, instead of Config::ConnectWithoutContext.

   Finding Sources
       The  first  question  that inevitably comes up for new users of the Tracing system is, “Okay, I know that
       there must be trace sources in the simulation core, but  how  do  I  find  out  what  trace  sources  are
       available to me?”

       The  second question is, “Okay, I found a trace source, how do I figure out the Config path to use when I
       connect to it?”

       The third question is, “Okay, I found a trace source and the Config path, how do I figure  out  what  the
       return type and formal arguments of my callback function need to be?”

       The fourth question is, “Okay, I typed that all in and got this incredibly bizarre error message, what in
       the world does it mean?”

       We’ll address each of these in turn.

   Available Sources
       Okay,  I  know  that there must be trace sources in the simulation core, but how do I find out what trace
       sources are available to me?

       The answer to the first question is found in the ns-3 API documentation.  If you go to  the  project  web
       site,  ns-3  project,  you will find a link to “Documentation” in the navigation bar.  If you select this
       link, you will be taken to our documentation page. There is a link to “Latest Release” that will take you
       to the documentation for the latest stable release of ns-3.  If you select the “API Documentation”  link,
       you will be taken to the ns-3 API documentation page.

       In the sidebar you should see a hierachy that begins

       • ns-3

          • ns-3 Documentation

          • All TraceSources

          • All Attributes

          • All GlobalValues

       The  list  of  interest  to us here is “All TraceSources”.  Go ahead and select that link.  You will see,
       perhaps not too surprisingly, a list of all of the trace sources available in ns-3.

       As an example, scroll down to ns3::MobilityModel.  You will find an entry for

          CourseChange: The value of the position and/or velocity vector changed

       You should recognize this as the trace source we used in the third.cc example.  Perusing this  list  will
       be helpful.

   Config Paths
       Okay, I found a trace source, how do I figure out the Config path to use when I connect to it?

       If  you  know  which  object you are interested in, the “Detailed Description” section for the class will
       list all available trace sources.  For example, starting from the list of “All  TraceSources,”  click  on
       the  ns3::MobilityModel  link,  which  will  take  you  to the documentation for the MobilityModel class.
       Almost at the top of the page is a one line brief description of the class, ending  in  a  link  “More…”.
       Click on this link to skip the API summary and go to the “Detailed Description” of the class.  At the end
       of the description will be (up to) three lists:

       • Config Paths: a list of typical Config paths for this class.

       • Attributes: a list of all attributes supplied by this class.

       • TraceSources: a list of all TraceSources available from this class.

       First we’ll discuss the Config paths.

       Let’s  assume that you have just found the “CourseChange” trace source in the “All TraceSources” list and
       you want to figure out how to connect to it.  You know that you  are  using  (again,  from  the  third.cc
       example)  an ns3::RandomWalk2dMobilityModel.  So either click on the class name in the “All TraceSources”
       list, or find ns3::RandomWalk2dMobilityModel in the “Class List”.  Either way you should now  be  looking
       at the “ns3::RandomWalk2dMobilityModel Class Reference” page.

       If you now scroll down to the “Detailed Description” section, after the summary list of class methods and
       attributes (or just click on the “More…” link at the end of the class brief description at the top of the
       page)  you will see the overall documentation for the class.  Continuing to scroll down, find the “Config
       Paths” list:
          Config Paths

          ns3::RandomWalk2dMobilityModel  is  accessible  through  the  following  paths  with  Config::Set  and
          Config::Connect:

          • “/NodeList/[i]/$ns3::MobilityModel/$ns3::RandomWalk2dMobilityModel”

       The documentation tells you how to get to the RandomWalk2dMobilityModel Object.  Compare the string above
       with the string we actually used in the example code:

          "/NodeList/7/$ns3::MobilityModel"

       The  difference  is  due  to  the  fact  that  two GetObject calls are implied in the string found in the
       documentation.  The first, for $ns3::MobilityModel will query the aggregation for the  base  class.   The
       second implied GetObject call, for $ns3::RandomWalk2dMobilityModel, is used to cast the base class to the
       concrete  implementation  class.  The documentation shows both of these operations for you.  It turns out
       that the actual trace source you are looking for is found in the base class.

       Look further down in the “Detailed Description” section for the list of trace sources.  You will find
          No TraceSources are defined for this type.

          TraceSources defined in parent class ``ns3::MobilityModel``CourseChange: The value of the position and/or velocity vector changed.

            Callback signature: ns3::MobilityModel::CourseChangeCallback

       This is exactly what you need to know.  The trace source  of  interest  is  found  in  ns3::MobilityModel
       (which you knew anyway).  The interesting thing this bit of API Documentation tells you is that you don’t
       need  that  extra  cast  in the config path above to get to the concrete class, since the trace source is
       actually in the base class.  Therefore the additional GetObject is not required and you  simply  use  the
       path:

          "/NodeList/[i]/$ns3::MobilityModel"

       which perfectly matches the example path:

          "/NodeList/7/$ns3::MobilityModel"

       As  an  aside, another way to find the Config path is to grep around in the ns-3 codebase for someone who
       has already figured it out.  You should always try to copy someone else’s working code before  you  start
       to write your own.  Try something like:

          $ find . -name '*.cc' | xargs grep CourseChange | grep Connect

       and   you   may   find   your   answer   along   with   working   code.    For  example,  in  this  case,
       src/mobility/examples/main-random-topology.cc has something just waiting for you to use:

          Config::Connect ("/NodeList/*/$ns3::MobilityModel/CourseChange",
            MakeCallback (&CourseChange));

       We’ll return to this example in a moment.

   Callback Signatures
       Okay, I found a trace source and the Config path, how do I figure out what the  return  type  and  formal
       arguments of my callback function need to be?

       The  easiest way is to examine the callback signature typedef, which is given in the “Callback signature”
       of the trace source in the “Detailed Description” for the class, as shown above.

       Repeating the “CourseChange” trace source entry from ns3::RandomWalk2dMobilityModel we have:

          • CourseChange: The value of the position and/or velocity vector changed.

            Callback signature: ns3::MobilityModel::CourseChangeCallback

       The callback signature is given as a link to the relevant typedef, where we find
          typedef void (* CourseChangeCallback)(std::string context, Ptr<const MobilityModel> * model);

          TracedCallback signature for course change notifications.

          If the callback is connected using ConnectWithoutContext omit the context argument from the signature.

          Parameters:
              [in] context The context string supplied by the Trace source.
              [in] model The MobilityModel which is changing course.

       As above, to see this in use grep around in the ns-3 codebase for an example.  The  example  above,  from
       src/mobility/examples/main-random-topology.cc,   connects   the   “CourseChange”   trace  source  to  the
       CourseChange function in the same file:

          static void
          CourseChange (std::string context, Ptr<const MobilityModel> model)
          {
            ...
          }

       Notice that this function:

       • Takes a “context” string argument, which we’ll describe in a minute.  (If  the  callback  is  connected
         using the ConnectWithoutContext function the context argument will be omitted.)

       • Has  the  MobilityModel  supplied  as  the  last argument (or only argument if ConnectWithoutContext is
         used).

       • Returns void.

       If, by chance, the callback signature hasn’t been documented, and there are no  examples  to  work  from,
       determining  the  right callback function signature can be, well, challenging to actually figure out from
       the source code.

       Before embarking on a walkthrough of the code, I’ll be kind and just tell you a simple way to figure this
       out: The return value  of  your  callback  will  always  be  void.   The  formal  parameter  list  for  a
       TracedCallback  can  be  found  from the template parameter list in the declaration.  Recall that for our
       current example, this is in mobility-model.h, where we have previously found:

          TracedCallback<Ptr<const MobilityModel> > m_courseChangeTrace;

       There is a one-to-one correspondence between the template parameter  list  in  the  declaration  and  the
       formal  arguments  of the callback function.  Here, there is one template parameter, which is a Ptr<const
       MobilityModel>.  This tells you that you need  a  function  that  returns  void  and  takes  a  Ptr<const
       MobilityModel>.  For example:

          void
          CourseChange (Ptr<const MobilityModel> model)
          {
            ...
          }

       That’s  all  you  need  if you want to Config::ConnectWithoutContext.  If you want a context, you need to
       Config::Connect and use a Callback function that takes a string context, then the template arguments:

          void
          CourseChange (std::string context, Ptr<const MobilityModel> model)
          {
            ...
          }

       If you want to ensure that your CourseChangeCallback function is only visible in your local file, you can
       add the keyword static and come up with:

          static void
          CourseChange (std::string path, Ptr<const MobilityModel> model)
          {
            ...
          }

       which is exactly what we used in the third.cc example.

   Implementation
       This section is entirely optional.  It is going to be a bumpy ride, especially for those unfamiliar  with
       the details of templates.  However, if you get through this, you will have a very good handle on a lot of
       the ns-3 low level idioms.

       So,  again, let’s figure out what signature of callback function is required for the “CourseChange” trace
       source.  This is going to be painful, but you only need to do this once.  After you get through this, you
       will be able to just look at a TracedCallback and understand it.

       The first thing we need to look at is the declaration of the  trace  source.   Recall  that  this  is  in
       mobility-model.h, where we have previously found:

          TracedCallback<Ptr<const MobilityModel> > m_courseChangeTrace;

       This  declaration  is  for  a  template.   The template parameter is inside the angle-brackets, so we are
       really interested in finding out what that TracedCallback<> is.  If you have  absolutely  no  idea  where
       this might be found, grep is your friend.

       We  are  probably  going to be interested in some kind of declaration in the ns-3 source, so first change
       into the src directory.  Then, we know this declaration is going to have to be in  some  kind  of  header
       file, so just grep for it using:

          $ find . -name '*.h' | xargs grep TracedCallback

       You’ll see 303 lines fly by (I piped this through wc to see how bad it was).  Although that may seem like
       a lot, that’s not really a lot.  Just pipe the output through more and start scanning through it.  On the
       first page, you will see some very suspiciously template-looking stuff.

          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::TracedCallback ()
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::ConnectWithoutContext (c ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::Connect (const CallbackB ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::DisconnectWithoutContext ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::Disconnect (const Callba ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (void) const ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1) const ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1, T2 a2 ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1, T2 a2 ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1, T2 a2 ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1, T2 a2 ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1, T2 a2 ...
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::operator() (T1 a1, T2 a2 ...

       It  turns  out that all of this comes from the header file traced-callback.h which sounds very promising.
       You can then take a look at mobility-model.h and see that there is a line which confirms this hunch:

          #include "ns3/traced-callback.h"

       Of course, you could have gone at this from the other direction and started by looking at the includes in
       mobility-model.h and noticing the include of traced-callback.h and inferring that this must be  the  file
       you want.

       In  either  case,  the  next  step is to take a look at src/core/model/traced-callback.h in your favorite
       editor to see what is happening.

       You will see a comment at the top of the file that should be comforting:
          An ns3::TracedCallback has almost exactly the same API  as  a  normal  ns3::Callback  but  instead  of
          forwarding  calls  to  a  single  function (as an ns3::Callback normally does), it forwards calls to a
          chain of ns3::Callback.

       This should sound very familiar and let you know you are on the right track.

       Just after this comment, you will find

          template<typename T1 = empty, typename T2 = empty,
                   typename T3 = empty, typename T4 = empty,
                   typename T5 = empty, typename T6 = empty,
                   typename T7 = empty, typename T8 = empty>
          class TracedCallback
          {
            ...

       This tells you that TracedCallback is a templated class.  It has  eight  possible  type  parameters  with
       default values.  Go back and compare this with the declaration you are trying to understand:

          TracedCallback<Ptr<const MobilityModel> > m_courseChangeTrace;

       The  typename  T1  in  the templated class declaration corresponds to the Ptr<const MobilityModel> in the
       declaration above.  All of the other type parameters are left as defaults.  Looking  at  the  constructor
       really  doesn’t tell you much.  The one place where you have seen a connection made between your Callback
       function and the tracing system is in the Connect and ConnectWithoutContext  functions.   If  you  scroll
       down, you will see a ConnectWithoutContext method here:

          template<typename T1, typename T2,
                   typename T3, typename T4,
                   typename T5, typename T6,
                   typename T7, typename T8>
          void
          TracedCallback<T1,T2,T3,T4,T5,T6,T7,T8>::ConnectWithoutContext ...
          {
            Callback<void,T1,T2,T3,T4,T5,T6,T7,T8> cb;
            cb.Assign (callback);
            m_callbackList.push_back (cb);
          }

       You  are now in the belly of the beast.  When the template is instantiated for the declaration above, the
       compiler will replace T1 with Ptr<const MobilityModel>.

          void
          TracedCallback<Ptr<const MobilityModel>::ConnectWithoutContext ... cb
          {
            Callback<void, Ptr<const MobilityModel> > cb;
            cb.Assign (callback);
            m_callbackList.push_back (cb);
          }

       You can now see the implementation of everything we’ve been talking about.  The code creates  a  Callback
       of  the  right  type  and assigns your function to it.  This is the equivalent of the pfi = MyFunction we
       discussed at the start of this section.  The code then adds the Callback to the  list  of  Callbacks  for
       this source.  The only thing left is to look at the definition of Callback.  Using the same grep trick as
       we  used  to  find TracedCallback, you will be able to find that the file ./core/callback.h is the one we
       need to look at.

       If you look down through the file, you will see a lot of probably almost incomprehensible template  code.
       You will eventually come to some API Documentation for the Callback template class, though.  Fortunately,
       there is some English:
          Callback template class.

          This  class  template  implements  the  Functor  Design  Pattern.  It is used to declare the type of a
          Callback:

          • the first non-optional template argument represents the return type of the callback.

          • the remaining (optional) template arguments represent the type of the subsequent  arguments  to  the
            callback.

          • up to nine arguments are supported.

       We are trying to figure out what the

          Callback<void, Ptr<const MobilityModel> > cb;

       declaration  means.   Now  we  are  in  a  position  to understand that the first (non-optional) template
       argument, void, represents the return type of the Callback.  The  second  (optional)  template  argument,
       Ptr<const MobilityModel> represents the type of the first argument to the callback.

       The  Callback in question is your function to receive the trace events.  From this you can infer that you
       need a function that returns void and takes a Ptr<const MobilityModel>.  For example,

          void
          CourseChangeCallback (Ptr<const MobilityModel> model)
          {
            ...
          }

       That’s all you need if you want to Config::ConnectWithoutContext.  If you want a  context,  you  need  to
       Config::Connect  and  use  a  Callback function that takes a string context.  This is because the Connect
       function will provide the context for you.  You’ll need:

          void
          CourseChangeCallback (std::string context, Ptr<const MobilityModel> model)
          {
            ...
          }

       If you want to ensure that your CourseChangeCallback is only visible in your local file, you can add  the
       keyword static and come up with:

          static void
          CourseChangeCallback (std::string path, Ptr<const MobilityModel> model)
          {
            ...
          }

       which  is  exactly  what  we used in the third.cc example.  Perhaps you should now go back and reread the
       previous section (Take My Word for It).

       If you are interested in more details regarding the implementation of Callbacks, feel free to take a look
       at the ns-3 manual.  They are one of the most frequently used constructs in the low-level parts of  ns-3.
       It is, in my opinion, a quite elegant thing.

   TracedValues
       Earlier  in  this  section,  we  presented  a  simple  piece  of code that used a TracedValue<int32_t> to
       demonstrate the basics of the tracing code.  We just glossed over the what a TracedValue  really  is  and
       how to find the return type and formal arguments for the callback.

       As  we  mentioned,  the file, traced-value.h brings in the required declarations for tracing of data that
       obeys value semantics.  In general, value semantics just means  that  you  can  pass  the  object  itself
       around,  rather  than  passing the address of the object.  We extend that requirement to include the full
       set of assignment-style operators that are pre-defined for plain-old-data (POD) types:
                                 ──────────────────────────────────────────────────────
                                   operator= (assignment)
                                 ──────────────────────────────────────────────────────
                                   operator*=                             operator/=
                                 ──────────────────────────────────────────────────────
                                   operator+=                             operator-=
                                 ──────────────────────────────────────────────────────
                                   operator++ (both prefix and postfix)
                                 ──────────────────────────────────────────────────────
                                   operator-- (both prefix and postfix)
                                 ──────────────────────────────────────────────────────
                                   operator<<=                            operator>>=
                                 ──────────────────────────────────────────────────────
                                   operator&=                             operator|=
                                 ──────────────────────────────────────────────────────
                                   operator%=                             operator^=
                                 ┌──────────────────────────────────────┬─────────────┐
                                 │                                      │             │
--

DATA COLLECTION

       Our final tutorial chapter introduces some components that were added to ns-3 in version 3.18,  and  that
       are still under development.  This tutorial section is also a work-in-progress.

   Motivation
       One of the main points of running simulations is to generate output data, either for research purposes or
       simply  to  learn about the system.  In the previous chapter, we introduced the tracing subsystem and the
       example sixth.cc. from which PCAP or ASCII trace files are generated.  These traces are valuable for data
       analysis using a variety of external tools, and for many users, such output data is a preferred means  of
       gathering data (for analysis by external tools).

       However, there are also use cases for more than trace file generation, including the following:

       • generation  of  data  that  does  not  map  well to PCAP or ASCII traces, such as non-packet data (e.g.
         protocol state machine transitions),

       • large simulations for which the disk I/O requirements for generating  trace  files  is  prohibitive  or
         cumbersome, and

       • the  need  for  online   data  reduction  or  computation, during the course of the simulation.  A good
         example of this is to define a termination condition for the simulation, to tell it when to  stop  when
         it  has  received  enough  data to form a narrow-enough confidence interval around the estimate of some
         parameter.

       The ns-3  data  collection  framework  is  designed  to  provide  these  additional  capabilities  beyond
       trace-based  output.  We recommend that the reader interested in this topic consult the ns-3 Manual for a
       more detailed treatment of this framework; here, we  summarize  with  an  example  program  some  of  the
       developing capabilities.

   Example Code
       The  tutorial example examples/tutorial/seventh.cc resembles the sixth.cc example we previously reviewed,
       except for a few changes.  First, it has been enabled for IPv6 support with a command-line option:

          CommandLine cmd;
          cmd.AddValue ("useIpv6", "Use Ipv6", useV6);
          cmd.Parse (argc, argv);

       If the user specifies useIpv6, option, the program will be run using IPv6  instead  of  IPv4.   The  help
       option, available on all ns-3 programs that support the CommandLine object as shown above, can be invoked
       as follows (please note the use of double quotes):

          ./waf --run "seventh --help"

       which produces:

          ns3-dev-seventh-debug [Program Arguments] [General Arguments]

          Program Arguments:
              --useIpv6:  Use Ipv6 [false]

          General Arguments:
              --PrintGlobals:              Print the list of globals.
              --PrintGroups:               Print the list of groups.
              --PrintGroup=[group]:        Print all TypeIds of group.
              --PrintTypeIds:              Print all TypeIds.
              --PrintAttributes=[typeid]:  Print all attributes of typeid.
              --PrintHelp:                 Print this help message.

       This  default  (use  of  IPv4,  since  useIpv6  is false) can be changed by toggling the boolean value as
       follows:

          ./waf --run "seventh --useIpv6=1"

       and have a look at the pcap generated, such as with tcpdump:

          tcpdump -r seventh.pcap -nn -tt

       This has been a short digression into IPv6 support and  the  command  line,  which  was  also  introduced
       earlier   in   this   tutorial.    For   a   dedicated   example   of  command  line  usage,  please  see
       src/core/examples/command-line-example.cc.

       Now back to data collection.  In the examples/tutorial/ directory, type the following  command:  diff  -u
       sixth.cc seventh.cc, and examine some of the new lines of this diff:

          +  std::string probeType;
          +  std::string tracePath;
          +  if (useV6 == false)
          +    {
             ...
          +      probeType = "ns3::Ipv4PacketProbe";
          +      tracePath = "/NodeList/*/$ns3::Ipv4L3Protocol/Tx";
          +    }
          +  else
          +    {
             ...
          +      probeType = "ns3::Ipv6PacketProbe";
          +      tracePath = "/NodeList/*/$ns3::Ipv6L3Protocol/Tx";
          +    }
           ...
          +   // Use GnuplotHelper to plot the packet byte count over time
          +   GnuplotHelper plotHelper;
          +
          +   // Configure the plot.  The first argument is the file name prefix
          +   // for the output files generated.  The second, third, and fourth
          +   // arguments are, respectively, the plot title, x-axis, and y-axis labels
          +   plotHelper.ConfigurePlot ("seventh-packet-byte-count",
          +                             "Packet Byte Count vs. Time",
          +                             "Time (Seconds)",
          +                             "Packet Byte Count");
          +
          +   // Specify the probe type, trace source path (in configuration namespace), and
          +   // probe output trace source ("OutputBytes") to plot.  The fourth argument
          +   // specifies the name of the data series label on the plot.  The last
          +   // argument formats the plot by specifying where the key should be placed.
          +   plotHelper.PlotProbe (probeType,
          +                         tracePath,
          +                         "OutputBytes",
          +                         "Packet Byte Count",
          +                         GnuplotAggregator::KEY_BELOW);
          +
          +   // Use FileHelper to write out the packet byte count over time
          +   FileHelper fileHelper;
          +
          +   // Configure the file to be written, and the formatting of output data.
          +   fileHelper.ConfigureFile ("seventh-packet-byte-count",
          +                             FileAggregator::FORMATTED);
          +
          +   // Set the labels for this formatted output file.
          +   fileHelper.Set2dFormat ("Time (Seconds) = %.3e\tPacket Byte Count = %.0f");
          +
          +   // Specify the probe type, probe path (in configuration namespace), and
          +   // probe output trace source ("OutputBytes") to write.
          +   fileHelper.WriteProbe (probeType,
          +                          tracePath,
          +                          "OutputBytes");
          +
              Simulator::Stop (Seconds (20));
              Simulator::Run ();
              Simulator::Destroy ();

       The careful reader will have noticed, when testing the IPv6 command line attribute above, that seventh.cc
       had created a number of new output files:

          seventh-packet-byte-count-0.txt
          seventh-packet-byte-count-1.txt
          seventh-packet-byte-count.dat
          seventh-packet-byte-count.plt
          seventh-packet-byte-count.png
          seventh-packet-byte-count.sh

       These were created by the additional statements introduced above; in particular, by a GnuplotHelper and a
       FileHelper.   This data was produced by hooking the data collection components to ns-3 trace sources, and
       marshaling the data into a formatted gnuplot and into a formatted text file.  In the next sections, we’ll
       review each of these.

   GnuplotHelper
       The GnuplotHelper is an ns-3 helper object  aimed  at  the  production  of  gnuplot  plots  with  as  few
       statements  as  possible, for common cases.  It hooks ns-3 trace sources with data types supported by the
       data collection system.  Not all ns-3 trace sources data types are supported,  but  many  of  the  common
       trace types are, including TracedValues with plain old data (POD) types.

       Let’s look at the output produced by this helper:

          seventh-packet-byte-count.dat
          seventh-packet-byte-count.plt
          seventh-packet-byte-count.sh

       The  first  is  a  gnuplot  data file with a series of space-delimited timestamps and packet byte counts.
       We’ll cover how this particular data output was configured below, but  let’s  continue  with  the  output
       files.   The  file  seventh-packet-byte-count.plt  is a gnuplot plot file, that can be opened from within
       gnuplot.  Readers who understand gnuplot syntax can see that this will produce  a  formatted  output  PNG
       file  named  seventh-packet-byte-count.png.    Finally, a small shell script seventh-packet-byte-count.sh
       runs this plot file through gnuplot to produce the desired PNG (which can be viewed in an image  editor);
       that is, the command:

          sh seventh-packet-byte-count.sh

       will  yield  seventh-packet-byte-count.png.  Why wasn’t this PNG produced in the first place?  The answer
       is that by providing the plt file, the user can hand-configure the result if  desired,  before  producing
       the PNG.

       The  PNG  image  title  states  that  this plot is a plot of “Packet Byte Count vs. Time”, and that it is
       plotting the probed data corresponding to the trace source path:

          /NodeList/*/$ns3::Ipv6L3Protocol/Tx

       Note the wild-card in the trace path.  In summary, what this plot is capturing  is  the  plot  of  packet
       bytes  observed  at the transmit trace source of the Ipv6L3Protocol object; largely 596-byte TCP segments
       in one direction, and 60-byte TCP acks in the other (two node trace sources were matched  by  this  trace
       source).

       How  was this configured?  A few statements need to be provided.  First, the GnuplotHelper object must be
       declared and configured:

          +  // Use GnuplotHelper to plot the packet byte count over time
          +  GnuplotHelper plotHelper;
          +
          +  // Configure the plot.  The first argument is the file name prefix
          +  // for the output files generated.  The second, third, and fourth
          +  // arguments are, respectively, the plot title, x-axis, and y-axis labels
          +  plotHelper.ConfigurePlot ("seventh-packet-byte-count",
          +                            "Packet Byte Count vs. Time",
          +                            "Time (Seconds)",
          +                            "Packet Byte Count");

       To this point, an empty plot has been configured.  The filename prefix is the first  argument,  the  plot
       title is the second, the x-axis label the third, and the y-axis label the fourth argument.

       The  next step is to configure the data, and here is where the trace source is hooked.  First, note above
       in the program we declared a few variables for later use:

          +  std::string probeType;
          +  std::string tracePath;
          +  probeType = "ns3::Ipv6PacketProbe";
          +  tracePath = "/NodeList/*/$ns3::Ipv6L3Protocol/Tx";

       We use them here:

          +  // Specify the probe type, trace source path (in configuration namespace), and
          +  // probe output trace source ("OutputBytes") to plot.  The fourth argument
          +  // specifies the name of the data series label on the plot.  The last
          +  // argument formats the plot by specifying where the key should be placed.
          +  plotHelper.PlotProbe (probeType,
          +                        tracePath,
          +                        "OutputBytes",
          +                        "Packet Byte Count",
          +                        GnuplotAggregator::KEY_BELOW);

       The first two arguments are the name of the probe type and the trace source path.  These two are probably
       the hardest to determine when you try to use this framework to plot other traces.  The probe  trace  here
       is   the   Tx  trace  source  of  class  Ipv6L3Protocol.   When  we  examine  this  class  implementation
       (src/internet/model/ipv6-l3-protocol.cc) we can observe:

          .AddTraceSource ("Tx", "Send IPv6 packet to outgoing interface.",
                           MakeTraceSourceAccessor (&Ipv6L3Protocol::m_txTrace))

       This says that Tx is a name for variable m_txTrace, which has a declaration of:

          /**
           * \brief Callback to trace TX (transmission) packets.
           */
          TracedCallback<Ptr<const Packet>, Ptr<Ipv6>, uint32_t> m_txTrace;

       It turns out that this specific trace source signature is supported by a Probe class (what we need  here)
       of class Ipv6PacketProbe.  See the files src/internet/model/ipv6-packet-probe.{h,cc}.

       So,  in  the PlotProbe statement above, we see that the statement is hooking the trace source (identified
       by path string) with a matching ns-3 Probe type of Ipv6PacketProbe.  If we did  not  support  this  probe
       type  (matching  trace  source  signature),  we  could  have  not used this statement (although some more
       complicated lower-level statements could have been used, as described in the manual).

       The Ipv6PacketProbe exports, itself, some trace sources that extract the data out of  the  probed  Packet
       object:

          TypeId
          Ipv6PacketProbe::GetTypeId ()
          {
            static TypeId tid = TypeId ("ns3::Ipv6PacketProbe")
              .SetParent<Probe> ()
              .SetGroupName ("Stats")
              .AddConstructor<Ipv6PacketProbe> ()
              .AddTraceSource ( "Output",
                                "The packet plus its IPv6 object and interface that serve as the output for this probe",
                                MakeTraceSourceAccessor (&Ipv6PacketProbe::m_output))
              .AddTraceSource ( "OutputBytes",
                                "The number of bytes in the packet",
                                MakeTraceSourceAccessor (&Ipv6PacketProbe::m_outputBytes))
            ;
            return tid;
          }

       The  third argument of our PlotProbe statement specifies that we are interested in the number of bytes in
       this packet; specifically, the “OutputBytes” trace source of  Ipv6PacketProbe.   Finally,  the  last  two
       arguments  of  the  statement  provide the plot legend for this data series (“Packet Byte Count”), and an
       optional gnuplot formatting statement (GnuplotAggregator::KEY_BELOW) that we want  the  plot  key  to  be
       inserted below the plot.  Other options include NO_KEY, KEY_INSIDE, and KEY_ABOVE.

   Supported Trace Types
       The following traced values are supported with Probes as of this writing:
                        ────────────────────────────────────────────────────────────────────────
                        │ TracedValue type │ Probe type      │ File                            │
                        ├──────────────────┼─────────────────┼─────────────────────────────────┤
                        │ double           │ DoubleProbe     │ stats/model/double-probe.h      │
                        ├──────────────────┼─────────────────┼─────────────────────────────────┤
                        │ uint8_t          │ Uinteger8Probe  │ stats/model/uinteger-8-probe.h  │
                        ├──────────────────┼─────────────────┼─────────────────────────────────┤
                        │ uint16_t         │ Uinteger16Probe │ stats/model/uinteger-16-probe.h │
                        ├──────────────────┼─────────────────┼─────────────────────────────────┤
                        │ uint32_t         │ Uinteger32Probe │ stats/model/uinteger-32-probe.h │
                        ├──────────────────┼─────────────────┼─────────────────────────────────┤
                        │ bool             │ BooleanProbe    │ stats/model/uinteger-16-probe.h │
                        ├──────────────────┼─────────────────┼─────────────────────────────────┤
                        │ ns3::Time        │ TimeProbe       │ stats/model/time-probe.h        │
                        └──────────────────┴─────────────────┴─────────────────────────────────┘

       The following TraceSource types are supported by Probes as of this writing:
   ┌────────────────────────┬────────────────────────┬───────────────┬───────────────────────────────────────────────┐
   │ TracedSource type      │ Probe type             │ Probe outputs │ File                                          │
   ├────────────────────────┼────────────────────────┼───────────────┼───────────────────────────────────────────────┤
   │ Ptr<const Packet>      │ PacketProbe            │ OutputBytes   │ network/utils/packet-probe.h                  │
   ├────────────────────────┼────────────────────────┼───────────────┼───────────────────────────────────────────────┤
   │ Ptr<const     Packet>, │ Ipv4PacketProbe        │ OutputBytes   │ internet/model/ipv4-packet-probe.h            │
   │ Ptr<Ipv4>, uint32_t    │                        │               │                                               │
   ├────────────────────────┼────────────────────────┼───────────────┼───────────────────────────────────────────────┤
   │ Ptr<const     Packet>, │ Ipv6PacketProbe        │ OutputBytes   │ internet/model/ipv6-packet-probe.h            │
   │ Ptr<Ipv6>, uint32_t    │                        │               │                                               │
   ├────────────────────────┼────────────────────────┼───────────────┼───────────────────────────────────────────────┤
   │ Ptr<const     Packet>, │ Ipv6PacketProbe        │ OutputBytes   │ internet/model/ipv6-packet-probe.h            │
   │ Ptr<Ipv6>, uint32_t    │                        │               │                                               │
   ├────────────────────────┼────────────────────────┼───────────────┼───────────────────────────────────────────────┤
   │ Ptr<const     Packet>, │ ApplicationPacketProbe │ OutputBytes   │ applications/model/application-packet-probe.h │
   │ const Address&         │                        │               │                                               │
   └────────────────────────┴────────────────────────┴───────────────┴───────────────────────────────────────────────┘

       As  can be seen, only a few trace sources are supported, and they are all oriented towards outputting the
       Packet size (in bytes).  However, most of the fundamental data types available  as  TracedValues  can  be
       supported with these helpers.

   FileHelper
       The  FileHelper  class  is  just  a variation of the previous GnuplotHelper example.  The example program
       provides formatted output of the same timestamped data, such as follows:

          Time (Seconds) = 9.312e+00    Packet Byte Count = 596
          Time (Seconds) = 9.312e+00    Packet Byte Count = 564

       Two files are provided, one for node “0” and one for node “1” as can be seen  in  the  filenames.   Let’s
       look at the code piece-by-piece:

          +   // Use FileHelper to write out the packet byte count over time
          +   FileHelper fileHelper;
          +
          +   // Configure the file to be written, and the formatting of output data.
          +   fileHelper.ConfigureFile ("seventh-packet-byte-count",
          +                             FileAggregator::FORMATTED);

       The  file  helper  file prefix is the first argument, and a format specifier is next.  Some other options
       for formatting include SPACE_SEPARATED, COMMA_SEPARATED, and TAB_SEPARATED.  Users are able to change the
       formatting (if FORMATTED is specified) with a format string such as follows:

          +
          +   // Set the labels for this formatted output file.
          +   fileHelper.Set2dFormat ("Time (Seconds) = %.3e\tPacket Byte Count = %.0f");

       Finally, the trace source of interest must be hooked.  Again, the probeType and  tracePath  variables  in
       this example are used, and the probe’s output trace source “OutputBytes” is hooked:

          +
          +   // Specify the probe type, trace source path (in configuration namespace), and
          +   // probe output trace source ("OutputBytes") to write.
          +   fileHelper.WriteProbe (probeType,
          +                          tracePath,
          +                          "OutputBytes");
          +

       The  wildcard  fields  in  this trace source specifier match two trace sources.  Unlike the GnuplotHelper
       example, in which two data series were overlaid on the same plot, here, two separate files are written to
       disk.

   Summary
       Data collection support is new as of ns-3.18, and basic support for providing time series output has been
       added.  The basic pattern described above may be replicated within the scope of support of  the  existing
       probes  and  trace  sources.   More  capabilities including statistics processing will be added in future
       releases.

CONCLUSION

   Futures
       This document is intended as a living document.  We hope and expect it to grow over time  to  cover  more
       and more of the nuts and bolts of ns-3.

       Writing  manual and tutorial chapters is not something we all get excited about, but it is very important
       to the project.  If you are an expert in one of these areas, please  consider  contributing  to  ns-3  by
       providing one of these chapters; or any other chapter you may think is important.

   Closing
       ns-3  is  a  large  and complicated system.  It is impossible to cover all of the things you will need to
       know in one small tutorial.  Readers who want  to  learn  more  are  encouraged  to  read  the  following
       additional documentation:

       • The ns-3 manual

       • The ns-3 model library documentation

       • The ns-3 Doxygen (API documentation)

       • The ns-3 wiki

       – The ns-3 development team.

AUTHOR

       ns-3 project

COPYRIGHT

       2018, ns-3 project

ns-3.27                                            1516823160                                   NS-3-TUTORIAL(1)