Provided by: ns3-doc_3.35+dfsg-1ubuntu1_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.

QUICK START

       This section is optional, for readers who want to get  ns-3  up  and  running  as  quickly  as  possible.
       Readers  may  skip  forward  to  the Introduction chapter, followed by the Getting Started chapter, for a
       lengthier coverage of all of this material.

   Brief Summary
       ns-3 is a discrete-event simulator typically run from the command line.  It is written directly  in  C++,
       not  in  a  high-level modeling language; simulation events are simply C++ function calls, organized by a
       scheduler.

       An ns-3 user will obtain the ns-3 source code (see below), compile it into shared (or static)  libraries,
       and  link  the  libraries  to  main()  programs  that he or she authors.  The main() program is where the
       specific simulation scenario configuration is performed and where  the  simulator  is  run  and  stopped.
       Several  example  programs  are  provided,  which  can  be  modified  or  copied to create new simulation
       scenarios.  Users also often edit the ns-3 library  code  (and  rebuild  the  libraries)  to  change  its
       behavior.

       ns-3  has  optional  Python bindings for authoring scenario configuration programs in Python (and using a
       Python-based workflow); this quick start does not cover those aspects.

   Prerequisites
       ns-3 has various optional extensions, but the main features just require a C++ compiler (g++ or  clang++)
       and  Python  (version 3.6 or above); the Python is needed for the build system.  We focus in this chapter
       only on getting ns-3 up and running on a system supported by a recent C++  compiler  and  Python  runtime
       support.

       For  Linux,  use  either  g++  or clang++ compilers.  For macOS, use clang++ (available in Xcode or Xcode
       Command Line Tools).  For Windows, we recommend to either use a Linux virtual  machine,  or  the  Windows
       Subsystem for Linux.

   Downloading ns-3
       ns-3  is  distributed  in source code only (some binary packages exist but they are not maintained by the
       open source project).  There are two main ways to obtain the source  code:   1)  downloading  the  latest
       release  as  a  source  code  archive  from the main ns-3 web site, or 2) cloning the Git repository from
       GitLab.com.  These two options are described next; either one or the other download option (but not both)
       should be followed.

   Downloading the Latest Release
       1. Download the latest release from https://www.nsnam.org/releases/latest

       2. Unpack it in a working directory of your choice.

             $ tar xjf ns-allinone-3.35.tar.bz2

       3. Change into the ns-3 directory directly; e.g.

             $ cd ns-allinone-3.35/ns-3.35

       The ns-allinone directory has some additional components but we are skipping over them here; one can work
       directly from the ns-3 source code directory.

   Cloning ns-3 from GitLab.com
       You can perform a Git clone in the usual way:

          $ git clone https://gitlab.com/nsnam/ns-3-dev.git

       If you are content to work with the tip of the development tree; you need only to cd into  ns-3-dev;  the
       master branch is checked out by default.

          $ cd ns-3-dev

       If  instead you want to try the most recent release (version 3.35 as of this writing), you can checkout a
       branch corresponding to that git tag:

          $ git checkout -b ns-3.35-branch ns-3.35

   Building and testing ns-3
       Once you have obtained the source either by downloading a release or by cloning  a  Git  repository,  the
       next  step  is to configure the build using the Waf build system that comes with ns-3.  There are several
       options to control the build, but enabling the example programs and the tests, for a default debug  build
       profile (with debugging symbols and support for ns-3 logging) is what is usually done at first:

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

       Then, use Waf to build ns-3:

          $ ./waf build

       Once complete, you can run the unit tests to check your build:

          $ ./test.py

       All  tests  should  either  PASS  or be SKIPped.  At this point, you have a working ns-3 simulator.  From
       here, you can start to run programs (look in the examples directory).  To run the first tutorial program,
       whose source code is located at examples/tutorial/first.cc, use Waf to run it  (by  doing  so,  the  ns-3
       shared libraries are found automatically):

          $ ./waf --run first

       To view possible command-line options, specify the –PrintHelp argument:

          $ ./waf --run 'first --PrintHelp'

       To  continue reading about the conceptual model and architecture of ns-3, the tutorial chapter Conceptual
       Overview would be the next natural place to skip to, or you can learn more  about  the  project  and  the
       various build options by continuing directly with the Introduction and Getting Started chapters.

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.

       We also provide a quick start guide for those who are  comfortable  diving  right  in  without  too  much
       documentation.

       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.

   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 or macOS systems, although support exists for BSD systems and also  for
         Windows  frameworks  that can build Linux code, such as Windows Subsystem for Linux, or Cygwin.  Native
         Windows Visual Studio is not presently supported although a developer is  working  on  future  support.
         Windows users may also use a Linux virtual machine.

       • 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 forum (ns-3-users@googlegroups.com).

   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

       • Use of GitLab.com including issue tracker <https://www.gitlab.com/nsnam>`_

       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 or comments in the code, etc. are much
       appreciated.  The preferred way to submit patches is  either  to  fork  our  project  on  GitLab.com  and
       generate a Merge Request, or to open an issue on our issue tracker and append a patch.

   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  https://www.nsnam.org  and  provides  access  to  basic  information about the ns-3 system.  Detailed
       documentation is available through the main web site at  https://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
       https://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 GitLab.com: https://gitlab.com/nsnam/.  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  at  the  project’s  old  Mercurial site at
       http://code.nsnam.org.

   Git
       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.  Until recently, the ns-3 project used Mercurial as its  source  code
       management  system,  but  in  December  2018, switch to using Git.  Although you do not need to know much
       about Git in order to complete this tutorial, we recommend becoming familiar with Git  and  using  it  to
       access     the     source    code.     GitLab.com    provides    resources    to    get    started    at:
       https://docs.gitlab.com/ee/gitlab-basics/.

   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 Waf book is available  at  https://waf.io/book/  and
       the current code at https://gitlab.com/ita1024/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 a wide 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.

       On Linux, 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.

       On macOS, the toolchain used is Xcode.  ns-3 users on a Mac are strongly encouraged to install Xcode  and
       the  command-line  tools packages from the Apple App Store, and to look at the ns-3 installation wiki for
       more information (https://www.nsnam.org/wiki/Installation).

       Typically an ns-3 author will work in Linux or a Unix-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 three 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 a basic ns-3 installation.  The third is to use an  additional  build  tool  to  download  more
       extensions for ns-3.  We’ll walk through each since the tools involved are slightly different.

       Experienced Linux users may wonder at this point why ns-3 is not provided like most other libraries using
       a  package  management  tool?   Although there exist some binary packages for various Linux distributions
       (e.g. Debian), most users end up editing and having to rebuild the ns-3 libraries themselves,  so  having
       the  source  code available is more convenient.  We will therefore focus on a source installation in this
       tutorial.

       For most uses of ns-3, root permissions are not needed, and the use of a non-privileged user  account  is
       recommended.

   Prerequisites
       The  entire  set  of  available ns-3 libraries has a number of dependencies on third-party libraries, but
       most of ns-3 can be built and used with support for a few common (often installed by default) components:
       a C++ compiler, an installation of Python, a source code editor (such as vim, emacs, or Eclipse) and,  if
       using  the  development  repositories, an installation of Git source code control system.  Most beginning
       users need not concern themselves if their configuration reports some missing optional features of  ns-3,
       but  for  those  wishing  a  full installation, the project provides a wiki that includes pages with many
       useful hints and tips.  One such page is the “Installation” page, with install instructions  for  various
       systems, available at https://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 or macOS variants.

       You  may  want  to  take  this  opportunity  to  explore  the  ns-3  wiki  a bit, or the main web site at
       https://www.nsnam.org, since there is a wealth of information there.

       As of the most recent ns-3 release (ns-3.35), the following tools are needed to get started with ns-3:
                               ┌──────────────┬───────────────────────────────────────┐
                               │ Prerequisite │ Package/version                       │
                               ├──────────────┼───────────────────────────────────────┤
                               │ C++ compiler │ clang++ or  g++  (g++  version  7  or │
                               │              │ greater)                              │
                               ├──────────────┼───────────────────────────────────────┤
                               │ Python       │ python3 version >=3.6                 │
                               ├──────────────┼───────────────────────────────────────┤
                               │ Git          │ any  recent  version  (to access ns-3 │
                               │              │ from GitLab.com)                      │
                               ├──────────────┼───────────────────────────────────────┤
                               │ tar          │ any recent version (to unpack an ns-3 │
                               │              │ release)                              │
                               ├──────────────┼───────────────────────────────────────┤
                               │ bunzip2      │ any recent version (to uncompress  an │
                               │              │ ns-3 release)                         │
                               └──────────────┴───────────────────────────────────────┘

       To  check  the  default version of Python, type python -V.  To check the default version of g++, type g++
       -v.  If your installation is missing or too old, please consult the ns-3 installation wiki for guidance.

       From this point forward, we are going to assume that the reader is working in Linux, macOS,  or  a  Linux
       emulation environment, and has at least the above prerequisites.

       Note:  The  ns-3  build system (Waf, introduced below) does not tolerate spaces in the installation path.
       Make sure that you are downloading into a directory that does not contain spaces in the full path name.

       For example, do not use a directory path such as  the  below,  because  one  of  the  parent  directories
       contains a space in the directory name:

          $ pwd
          /home/user/5G simulations/ns-3-allinone/ns-3-dev

   Downloading a release of ns-3 as a source archive
       This option is for the new user who wishes to download and experiment with the most recently released and
       packaged  version of ns-3.  ns-3 publishes its releases as compressed source archives, sometimes referred
       to as a tarball.  A tarball is a particular format of software archive where multiple files  are  bundled
       together  and the archive is usually compressed.  The process for downloading ns-3 via tarball is simple;
       you just have to pick a release, download it and uncompress 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 https://www.nsnam.org/release/ns-allinone-3.35.tar.bz2
          $ tar xjf ns-allinone-3.35.tar.bz2

       Notice the use above of the wget utility, which is a command-line tool to fetch objects from the web;  if
       you do not have this installed, you can use a browser for this step.

       Following  these  steps,  if  you  change into the directory ns-allinone-3.35, you should see a number of
       files and directories

          $ cd ns-allinone-3.35
          $ ls
          bake      constants.py   ns-3.35                            README
          build.py  netanim-3.108  pybindgen-0.22.0                   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 Git
       The ns-3 code is available in Git repositories on the GitLab.com  service  at  https://gitlab.com/nsnam/.
       The group name nsnam organizes the various repositories used by the open source project.

       The simplest way to get started using Git repositories is to fork or clone the ns-3-allinone environment.
       This  is  a set of scripts that manages the downloading and building of the most commonly used subsystems
       of ns-3 for you.  If you are new to Git, the terminology of fork and clone may be foreign to you; if  so,
       we  recommend  that  you simply clone (create your own replica) of the repository found on GitLab.com, as
       follows:

          $ cd
          $ mkdir workspace
          $ cd workspace
          $ git clone https://gitlab.com/nsnam/ns-3-allinone.git
          $ cd ns-3-allinone

       At this point, your view of the ns-3-allinone directory is slightly different than described above with a
       release archive; it should look something like this:

          $ ls
          build.py  constants.py   download.py  README  util.py

       Note the presence of the download.py script, which will further fetch the ns-3  and  related  sourcecode.
       At this point, you have a choice, to either download the most recent development snapshot of ns-3:

          $ python3 download.py

       or to specify a release of ns-3, using the -n flag to specify a release number:

          $ python3 download.py -n ns-3.35

       After  this step, the additional repositories of ns-3, bake, pybindgen, and netanim will be downloaded to
       the ns-3-allinone directory.

   Downloading ns-3 Using Bake
       The above two techniques (source archive, or ns-3-allinone repository via Git) are useful to get the most
       basic installation of ns-3 with a few addons (pybindgen for generating Python bindings, and  netanim  for
       network animiations).  The third repository provided by default in ns-3-allinone is called bake.

       Bake  is  a  tool  for  coordinated  software building from multiple repositories, 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 various ns-3 “apps”.  If you envision  that
       your  ns-3  installation  may use advanced or optional features, you may wish to follow this installation
       path.

       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-3.30 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 package description 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 Git):

          $ cd
          $ mkdir workspace
          $ cd workspace
          $ git clone https://gitlab.com/nsnam/bake.git

       As the git command executes, you should see something like the following displayed:

          Cloning into 'bake'...
          remote: Enumerating objects: 2086, done.
          remote: Counting objects: 100% (2086/2086), done.
          remote: Compressing objects: 100% (649/649), done.
          remote: Total 2086 (delta 1404), reused 2078 (delta 1399)
          Receiving objects: 100% (2086/2086), 2.68 MiB | 3.82 MiB/s, done.
          Resolving deltas: 100% (1404/1404), done.

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

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

       Notice  that  you  have  downloaded  some  Python  scripts,  a  Python  module  called  bake,  and an XML
       configuration file.  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-3.35:   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-3.35:  the module that includes other optional features such as bake build system, netanim
          animator, and pybindgen

       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
       https://gitlab.com/nsnam/ns-3-dev.git.   The developers attempt to keep these repositories 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-3.35.

       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-3.35

       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
          > Git - OK
          > Tar tool - OK
          > Unzip tool - OK
          > Make - OK
          > cMake - OK
          > patch tool - OK
          > Path searched for tools: /usr/local/sbin /usr/local/bin /usr/sbin /usr/bin /sbin /bin ...

       In particular, download tools such as Git and Mercurial 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.   You
       can also

       Next, try to download the software:

          $ ./bake.py download

       should yield something like:

          >> Searching for system dependency setuptools - OK
          >> Searching for system dependency libgoocanvas2 - OK
          >> Searching for system dependency gi-cairo - OK
          >> Searching for system dependency pygobject - OK
          >> Searching for system dependency pygraphviz - OK
          >> Searching for system dependency python-dev - OK
          >> Searching for system dependency qt - OK
          >> Searching for system dependency g++ - OK
          >> Searching for system dependency cxxfilt - OK
          >> Searching for system dependency setuptools - OK
          >> Searching for system dependency gi-cairo - OK
          >> Searching for system dependency gir-bindings - OK
          >> Searching for system dependency pygobject - OK
          >> Searching for system dependency cmake - OK
          >> Downloading netanim-3.108 - OK
          >> Downloading pybindgen-0.22.0 (target directory:pybindgen) - OK
          >> Downloading ns-3.35 (target directory:ns-3.35) - OK

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

          $ cd source
          $ ls
          netanim-3.108  ns-3.35 pybindgen

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

   Building ns-3
       As with downloading ns-3, there are a few ways to build ns-3.  The main thing that we wish  to  emphasize
       is  the  following.  ns-3 is built with a build tool called Waf, described below.  Most users will end up
       working most directly with Waf, but there  are  some  convenience  scripts  to  get  you  started  or  to
       orchestrate  more  complicated builds.  Therefore, please have a look at build.py and building with bake,
       before reading about Waf below.

   Building with build.py
       Note: This build step is only  available  from  a  source  archive  release  described  above;  not  from
       downloading via git or bake.

       When  working  from  a  released  tarball,  a  convenience  script available as part of ns-3-allinone can
       orchestrate a simple build of components.  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-3.35
       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 compiler output messages displayed as the build script builds the various pieces you
       downloaded.   First,  the  script will attempt to build the netanim animator, then the pybindgen bindings
       generator, and finally ns-3.  Eventually you should see the following:

          Waf: Leaving directory '/path/to/workspace/ns-allinone-3.35/ns-3.35/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                   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                     openflow

          Leaving directory ./ns-3.35

       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 pybindgen-0.22.0 - OK
          >> Building netanim-3.108 - OK
          >> Building ns-3.35 - OK

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

          >> 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.  An installation of Waf is  bundled  with
       the  ns-3  source code.  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                           : /home/ns3user/workspace/bake/source/ns-3-dev
          Setting out to                           : /home/ns3user/workspace/bake/source/ns-3-dev/build
          Checking for 'gcc' (C compiler)          : /usr/bin/gcc
          Checking for cc version                  : 7.3.0
          Checking for 'g++' (C++ compiler)        : /usr/bin/g++
          Checking for compilation flag -march=native support : ok
          Checking for compilation flag -Wl,--soname=foo support : ok
          Checking for compilation flag -std=c++11 support       : ok
          Checking boost includes                                : headers not found, please provide a --boost-includes argument (see help)
          Checking boost includes                                : headers not found, please provide a --boost-includes argument (see help)
          Checking for program 'python'                          : /usr/bin/python
          Checking for python version >= 2.3                     : 2.7.15
          python-config                                          : /usr/bin/python-config
          Asking python-config for pyembed '--cflags --libs --ldflags' flags : yes
          Testing pyembed configuration                                      : yes
          Asking python-config for pyext '--cflags --libs --ldflags' flags   : yes
          Testing pyext configuration                                        : yes
          Checking for compilation flag -fvisibility=hidden support          : ok
          Checking for compilation flag -Wno-array-bounds support            : ok
          Checking for pybindgen location                                    : ../pybindgen (guessed)
          Checking for python module 'pybindgen'                             : 0.21.0
          Checking for pybindgen version                                     : 0.21.0
          Checking for code snippet                                          : yes
          Checking for types uint64_t and unsigned long equivalence          : no
          Checking for code snippet                                          : no
          Checking for types uint64_t and unsigned long long equivalence     : yes
          Checking for the apidefs that can be used for Python bindings      : gcc-LP64
          Checking for internal GCC cxxabi                                   : complete
          Checking for python module 'pygccxml'                              : not found
          Checking for click location                                        : not found
          Checking for program 'pkg-config'                                  : /usr/bin/pkg-config
          Checking for 'gtk+-3.0'                                            : not found
          Checking for 'libxml-2.0'                                          : yes
          checking for uint128_t                                             : not found
          checking for __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                                            : yes
          Checking for header sys/ioctl.h                                    : yes
          Checking for header net/if.h                                       : yes
          Checking for header net/ethernet.h                                 : yes
          Checking for header linux/if_tun.h                                 : yes
          Checking for header netpacket/packet.h                             : yes
          Checking for NSC location                                          : not found
          Checking for 'sqlite3'                                             : not found
          Checking for header linux/if_tun.h                                 : yes
          Checking for python module 'gi'                                    : 3.26.1
          Checking for python module 'gi.repository.GObject'                 : ok
          Checking for python module 'cairo'                                 : ok
          Checking for python module 'pygraphviz'                            : 1.4rc1
          Checking for python module 'gi.repository.Gtk'                     : ok
          Checking for python module 'gi.repository.Gdk'                     : ok
          Checking for python module 'gi.repository.Pango'                   : ok
          Checking for python module 'gi.repository.GooCanvas'               : ok
          Checking for program 'sudo'                                        : /usr/bin/sudo
          Checking for program 'valgrind'                                    : not found
          Checking for 'gsl'                                                 : not found
          python-config                                                      : not found
          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/bin/doxygen
          ---- Summary of optional NS-3 features:
          Build profile                 : optimized
          Build directory               :
          BRITE Integration             : not enabled (BRITE not enabled (see option --with-brite))
          DES Metrics event collection  : not enabled (defaults to disabled)
          Emulation FdNetDevice         : enabled
          Examples                      : enabled
          File descriptor NetDevice     : enabled
          GNU Scientific Library (GSL)  : not enabled (GSL not found)
          Gcrypt library                : not enabled (libgcrypt not found: you can use libgcrypt-config to find its location.)
          GtkConfigStore                : not enabled (library 'gtk+-3.0 >= 3.0' not found)
          MPI Support                   : not enabled (option --enable-mpi not selected)
          NS-3 Click Integration        : not enabled (nsclick not enabled (see option --with-nsclick))
          NS-3 OpenFlow Integration     : not enabled (Required boost libraries not found)
          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 API Scanning Support   : not enabled (Missing 'pygccxml' Python module)
          Python Bindings               : enabled
          Real Time Simulator           : enabled
          SQlite stats data output      : not enabled (library 'sqlite3' not found)
          Tap Bridge                    : enabled
          Tap FdNetDevice               : enabled
          Tests                         : enabled
          Threading Primitives          : enabled
          Use sudo to set suid bit      : not enabled (option --enable-sudo not selected)
          XmlIo                         : enabled
          'configure' finished successfully (6.387s)

       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

       Although the above steps made you build the ns-3 part of the system twice, 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-allinone-3.35/ns-3.35/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.

   Handling build errors
       ns-3  releases  are  tested  against  the most recent C++ compilers available in the mainstream Linux and
       macOS distributions at the time of the release.  However, over time, newer  distributions  are  released,
       with newer compilers, and these newer compilers tend to be more pedantic about warnings.  ns-3 configures
       its build to treat all warnings as errors, so it is sometimes the case, if you are using an older release
       version on a newer system, that a compiler warning will cause the build to fail.

       For instance, ns-3.28 was released prior to Fedora 28, which included a new major version of gcc (gcc-8).
       Building  ns-3.28  or  older releases on Fedora 28, when Gtk2+ is installed, will result in an error such
       as:

          /usr/include/gtk-2.0/gtk/gtkfilechooserbutton.h:59:8: error: unnecessary parentheses in declaration of ‘__gtk_reserved1’ [-Werror=parentheses]
           void (*__gtk_reserved1);

       In releases starting with ns-3.28.1, an option is available in Waf to  work  around  these  issues.   The
       option  disables the inclusion of the ‘-Werror’ flag to g++ and clang++.  The option is ‘–disable-werror’
       and must be used at configure time; e.g.:

          ./waf configure --disable-werror --enable-examples --enable-tests

   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:

   Build profiles
      ──────────────────────────────────────────────────────────────────────────────────────────────────────────
        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:  https://gitlab.com/nsnam/ns-3-dev.git.  There, you will see the Git/GitLab 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 2000 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
       communicate 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

   Queues in ns-3
       The selection of queueing disciplines in ns-3 can have a large impact on performance, and it is important
       for  users  to  understand  what  is  installed by default and how to change the defaults and observe the
       performance.

       Architecturally, ns-3 separates the device layer from the IP layers  or  traffic  control  layers  of  an
       Internet  host.   Since  recent  releases  of  ns-3, outgoing packets traverse two queueing layers before
       reaching the channel object.  The first queueing layer encountered is what is called the ‘traffic control
       layer’ in ns-3; here, active queue management (RFC7567)  and  prioritization  due  to  quality-of-service
       (QoS)  takes  place  in  a device-independent manner through the use of queueing disciplines.  The second
       queueing layer is typically found in the NetDevice objects.  Different devices  (e.g.  LTE,  Wi-Fi)  have
       different  implementations  of  these queues.  This two-layer approach mirrors what is found in practice,
       (software queues providing prioritization, and hardware queues specific to a link type).  In practice, it
       may be even more complex than this.  For instance, address  resolution  protocols  have  a  small  queue.
       Wi-Fi in Linux has four layers of queueing (https://lwn.net/Articles/705884/).

       The  traffic  control layer is effective only if it is notified by the NetDevice when the device queue is
       full, so that the traffic control layer can stop sending packets to the NetDevice. Otherwise, the backlog
       of the queueing disciplines is always null and they are ineffective. Currently, flow control,  i.e.,  the
       ability of notifying the traffic control layer, is supported by the following NetDevices, which use Queue
       objects (or objects of Queue subclasses) to store their packets:

       • Point-To-Point

       • Csma

       • Wi-Fi

       • SimpleNetDevice

       The  performance  of  queueing  disciplines  is  highly  impacted  by  the size of the queues used by the
       NetDevices. Currently, queues by default in ns-3 are not autotuned for  the  configured  link  properties
       (bandwidth,  delay),  and  are  typically  the  simplest  variants  (e.g.  FIFO scheduling with drop-tail
       behavior).  However, the size of the queues can be dynamically  adjusted  by  enabling  BQL  (Byte  Queue
       Limits),  the  algorithm implemented in the Linux kernel to adjust the size of the device queues to fight
       bufferbloat while avoiding starvation.  Currently, BQL is supported by the NetDevices that  support  flow
       control.  An analysis of the impact of the size of the device queues on the effectiveness of the queueing
       disciplines conducted by means of ns-3 simulations and real experiments is reported in:

       P.  Imputato  and  S.  Avallone. An analysis of the impact of network device buffers on packet schedulers
       through experiments and simulations. Simulation Modelling Practice  and  Theory,  80(Supplement  C):1–18,
       January 2018.  DOI: 10.1016/j.simpat.2017.09.008

   Available queueing models in ns-3
       At the traffic-control layer, these are the options:

       • PFifoFastQueueDisc: The default maximum size is 1000 packets

       • FifoQueueDisc: The default maximum size is 1000 packets

       • RedQueueDisc: The default maximum size is 25 packets

       • CoDelQueueDisc: The default maximum size is 1500 kilobytes

       • FqCoDelQueueDisc: The default maximum size is 10240 packets

       • PieQueueDisc: The default maximum size is 25 packets

       • MqQueueDisc: This queue disc has no limits on its capacity

       • TbfQueueDisc: The default maximum size is 1000 packets

       By  default, a pfifo_fast queueing discipline is installed on a NetDevice when an IPv4 or IPv6 address is
       assigned to an interface associated with the NetDevice, unless a queueing  discipline  has  been  already
       installed on the NetDevice.

       At the device layer, there are device specific queues:

       • PointToPointNetDevice:  The default configuration (as set by the helper) is to install a DropTail queue
         of default size (100 packets)

       • CsmaNetDevice: The default configuration (as set by the helper) is  to  install  a  DropTail  queue  of
         default size (100 packets)

       • WiFiNetDevice:  The  default configuration is to install a DropTail queue of default size (100 packets)
         for non-QoS stations and four DropTail queues of default size (100 packets) for QoS stations

       • SimpleNetDevice: The default configuration is to install a DropTail queue of default size (100 packets)

       • LTENetDevice: Queueing occurs at the RLC layer (RLC UM default buffer is 10 * 1024 bytes, RLC  AM  does
         not have a buffer limit).

       • UanNetDevice: There is a default 10 packet queue at the MAC layer

   Changing from the defaults
       • The type of queue used by a NetDevice can be usually modified through the device helper:

            NodeContainer nodes;
            nodes.Create (2);

            PointToPointHelper p2p;
            p2p.SetQueue ("ns3::DropTailQueue", "MaxSize", StringValue ("50p"));

            NetDeviceContainer devices = p2p.Install (nodes);

       • The type of queue disc installed on a NetDevice can be modified through the traffic control helper:

            InternetStackHelper stack;
            stack.Install (nodes);

            TrafficControlHelper tch;
            tch.SetRootQueueDisc ("ns3::CoDelQueueDisc", "MaxSize", StringValue ("1000p"));
            tch.Install (devices);

       • BQL can be enabled on a device that supports it through the traffic control helper:

            InternetStackHelper stack;
            stack.Install (nodes);

            TrafficControlHelper tch;
            tch.SetRootQueueDisc ("ns3::CoDelQueueDisc", "MaxSize", StringValue ("1000p"));
            tch.SetQueueLimits ("ns3::DynamicQueueLimits", "HoldTime", StringValue ("4ms"));
            tch.Install (devices);

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 hierarchy 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^=  │
                                 └──────────────────────────────────────┴─────────────┘

       What  this all really means is that you will be able to trace all changes made using those operators to a
       C++ object which has value semantics.

       The TracedValue<> declaration we saw above provides  the  infrastructure  that  overloads  the  operators
       mentioned above and drives the callback process.  On use of any of the operators above with a TracedValue
       it  will  provide  both  the  old  and the new value of that variable, in this case an int32_t value.  By
       inspection of the TracedValue declaration, we know the trace sink function will have  arguments  (int32_t
       oldValue,  int32_t newValue).  The return type for a TracedValue callback function is always void, so the
       expected callback signature for the sink function traceSink will be:

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

       The .AddTraceSource in the GetTypeId method provides the “hooks” used for connecting the trace source  to
       the  outside  world  through  the  Config  system.   We  already  discussed  the first three arguments to
       AddTraceSource: the Attribute name for the  Config  system,  a  help  string,  and  the  address  of  the
       TracedValue class data member.

       The final string argument, “ns3::TracedValueCallback::Int32” in the example, is the name of a typedef for
       the callback function signature.  We require these signatures to be defined, and give the fully qualified
       type  name to AddTraceSource, so the API documentation can link a trace source to the function signature.
       For TracedValue the signature is straightforward; for TracedCallbacks we’ve already  seen  the  API  docs
       really help.

   Real Example
       Let’s do an example taken from one of the best-known books on TCP around.  “TCP/IP Illustrated, Volume 1:
       The  Protocols,”  by W. Richard Stevens is a classic.  I just flipped the book open and ran across a nice
       plot of both the congestion window and sequence numbers versus time on page  366.   Stevens  calls  this,
       “Figure  21.10.  Value  of  cwnd  and  send sequence number while data is being transmitted.”  Let’s just
       recreate the cwnd part of that plot in ns-3 using the tracing system and gnuplot.

   Available Sources
       The first thing to think about is how we want to get the data out.  What is it that we need to trace?  So
       let’s consult “All Trace Sources” list to see what we have to work with.  Recall that this  is  found  in
       the ns-3 API Documentation.  If you scroll through the list, you will eventually find:
          ns3::TcpSocketBaseCongestionWindow: The TCP connection’s congestion window

          • SlowStartThreshold: TCP slow start threshold (bytes)

       It    turns    out    that    the    ns-3    TCP    implementation    lives    (mostly)   in   the   file
       src/internet/model/tcp-socket-base.cc  while  congestion  control  variants  are   in   files   such   as
       src/internet/model/tcp-bic.cc.  If you don’t know this a priori, you can use the recursive grep trick:

          $ find . -name '*.cc' | xargs grep -i tcp

       You will find page after page of instances of tcp pointing you to that file.

       Bringing  up  the class documentation for TcpSocketBase and skipping to the list of TraceSources you will
       find
          TraceSourcesCongestionWindow: The TCP connection’s congestion window

            Callback signature:  ns3::TracedValueCallback::Uint32

       Clicking on the callback typedef link we see the signature you now know to expect:

          typedef void(* ns3::TracedValueCallback::Int32)(int32_t oldValue, int32_t newValue)

       You should now understand this code completely.  If we have a pointer to the TcpSocketBase object, we can
       TraceConnect to the “CongestionWindow” trace source if we provide an appropriate callback  target.   This
       is  the  same kind of trace source that we saw in the simple example at the start of this section, except
       that we are talking about uint32_t instead of int32_t.  And we know that we have to  provide  a  callback
       function with that signature.

   Finding Examples
       It’s  always  best  to  try and find working code laying around that you can modify, rather than starting
       from scratch.  So the first order  of  business  now  is  to  find  some  code  that  already  hooks  the
       “CongestionWindow” trace source and see if we can modify it.  As usual, grep is your friend:

          $ find . -name '*.cc' | xargs grep CongestionWindow

       This   will   point   out  a  couple  of  promising  candidates:  examples/tcp/tcp-large-transfer.cc  and
       src/test/ns3tcp/ns3tcp-cwnd-test-suite.cc.

       We haven’t visited any of the test code yet, so let’s take a look there.  You will  typically  find  that
       test    code    is    fairly    minimal,    so    this    is    probably   a   very   good   bet.    Open
       src/test/ns3tcp/ns3tcp-cwnd-test-suite.cc in your favorite editor and search for “CongestionWindow”.  You
       will find,

          ns3TcpSocket->TraceConnectWithoutContext ("CongestionWindow",
            MakeCallback (&Ns3TcpCwndTestCase1::CwndChange, this));

       This should look very familiar to you.  We mentioned above that if we had a pointer to the TcpSocketBase,
       we could TraceConnect to the “CongestionWindow” trace source.  That’s exactly what we have  here;  so  it
       turns  out that this line of code does exactly what we want.  Let’s go ahead and extract the code we need
       from this function (Ns3TcpCwndTestCase1::DoRun (void)).  If you look at this function, you will find that
       it looks just like an ns-3 script.  It turns out that is exactly what it is.  It is a script run  by  the
       test  framework,  so  we  can just pull it out and wrap it in main instead of in DoRun.  Rather than walk
       through this, step, by step, we have provided the file that results from porting  this  test  back  to  a
       native ns-3 script – examples/tutorial/fifth.cc.

   Dynamic Trace Sources
       The  fifth.cc  example demonstrates an extremely important rule that you must understand before using any
       kind of trace source: you must ensure that the target of a Config::Connect command exists  before  trying
       to  use  it.   This  is no different than saying an object must be instantiated before trying to call it.
       Although this may seem obvious when stated this way, it does trip up many people trying to use the system
       for the first time.

       Let’s return to basics for a moment.  There are three basic execution  phases  that  exist  in  any  ns-3
       script.   The first phase is sometimes called “Configuration Time” or “Setup Time,” and exists during the
       period when the main function of your script is running, but before Simulator::Run is called.  The second
       phase is sometimes called “Simulation Time” and exists during the  time  period  when  Simulator::Run  is
       actively  executing  its events.  After it completes executing the simulation, Simulator::Run will return
       control back to the main function.  When this happens, the script enters what can be called the “Teardown
       Phase,” which is when the structures and objects created during setup are taken apart and released.

       Perhaps the most common mistake made in trying to use  the  tracing  system  is  assuming  that  entities
       constructed  dynamically  during simulation time are available during configuration time.  In particular,
       an ns-3 Socket is a dynamic object often created by Applications to communicate between Nodes.   An  ns-3
       Application  always  has  a  “Start  Time” and a “Stop Time” associated with it.  In the vast majority of
       cases, an Application will not attempt to create a dynamic object until its  StartApplication  method  is
       called  at  some “Start Time”.  This is to ensure that the simulation is completely configured before the
       app tries to do anything (what would happen if it tried to connect to a Node that didn’t exist yet during
       configuration time?).  As a result, during the configuration phase you can’t connect a trace source to  a
       trace sink if one of them is created dynamically during the simulation.

       The two solutions to this conundrum are

       1. Create  a simulator event that is run after the dynamic object is created and hook the trace when that
          event is executed; or

       2. Create the dynamic object at configuration time, hook it then, and give the object to  the  system  to
          use during simulation time.

       We  took  the  second  approach  in  the fifth.cc example.  This decision required us to create the MyApp
       Application, the entire purpose of which is to take a Socket as a parameter.

   Walkthrough: fifth.cc
       Now, let’s take a look at the example program we constructed by dissecting the  congestion  window  test.
       Open examples/tutorial/fifth.cc in your favorite editor.  You should see some familiar looking code:

          /* -*- 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, Include., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
           */

          #include <fstream>
          #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"

          using namespace ns3;

          NS_LOG_COMPONENT_DEFINE ("FifthScriptExample");

       This  has all been covered, so we won’t rehash it.  The next lines of source are the network illustration
       and a comment addressing the problem described above with Socket.

          // ===========================================================================
          //
          //         node 0                 node 1
          //   +----------------+    +----------------+
          //   |    ns-3 TCP    |    |    ns-3 TCP    |
          //   +----------------+    +----------------+
          //   |    10.1.1.1    |    |    10.1.1.2    |
          //   +----------------+    +----------------+
          //   | point-to-point |    | point-to-point |
          //   +----------------+    +----------------+
          //           |                     |
          //           +---------------------+
          //                5 Mbps, 2 ms
          //
          //
          // We want to look at changes in the ns-3 TCP congestion window.  We need
          // to crank up a flow and hook the CongestionWindow attribute on the socket
          // of the sender.  Normally one would use an on-off application to generate a
          // flow, but this has a couple of problems.  First, the socket of the on-off
          // application is not created until Application Start time, so we wouldn't be
          // able to hook the socket (now) at configuration time.  Second, even if we
          // could arrange a call after start time, the socket is not public so we
          // couldn't get at it.
          //
          // So, we can cook up a simple version of the on-off application that does what
          // we want.  On the plus side we don't need all of the complexity of the on-off
          // application.  On the minus side, we don't have a helper, so we have to get
          // a little more involved in the details, but this is trivial.
          //
          // So first, we create a socket and do the trace connect on it; then we pass
          // this socket into the constructor of our simple application which we then
          // install in the source node.
          // ===========================================================================
          //

       This should also be self-explanatory.

       The next part is the declaration of the MyApp Application that we put together to allow the Socket to  be
       created at configuration time.

          class MyApp : public Application
          {
          public:

            MyApp ();
            virtual ~MyApp();

            void Setup (Ptr<Socket> socket, Address address, uint32_t packetSize,
              uint32_t nPackets, DataRate dataRate);

          private:
            virtual void StartApplication (void);
            virtual void StopApplication (void);

            void ScheduleTx (void);
            void SendPacket (void);

            Ptr<Socket>     m_socket;
            Address         m_peer;
            uint32_t        m_packetSize;
            uint32_t        m_nPackets;
            DataRate        m_dataRate;
            EventId         m_sendEvent;
            bool            m_running;
            uint32_t        m_packetsSent;
          };

       You   can   see   that   this   class  inherits  from  the  ns-3  Application  class.   Take  a  look  at
       src/network/model/application.h if you are interested in what is inherited.  The MyApp class is obligated
       to override the StartApplication and StopApplication methods.  These  methods  are  automatically  called
       when MyApp is required to start and stop sending data during the simulation.

   Starting/Stopping Applications
       It  is  worthwhile to spend a bit of time explaining how events actually get started in the system.  This
       is another fairly deep explanation, and can be ignored if you aren’t planning on venturing down into  the
       guts  of  the  system.   It is useful, however, in that the discussion touches on how some very important
       parts of ns-3 work and exposes some important idioms.  If you are planning on  implementing  new  models,
       you probably want to understand this section.

       The  most  common  way to start pumping events is to start an Application.  This is done as the result of
       the following (hopefully) familiar lines of an ns-3 script:

          ApplicationContainer apps = ...
          apps.Start (Seconds (1.0));
          apps.Stop (Seconds (10.0));

       The application container code (see src/network/helper/application-container.h  if  you  are  interested)
       loops through its contained applications and calls,

          app->SetStartTime (startTime);

       as a result of the apps.Start call and

          app->SetStopTime (stopTime);

       as a result of the apps.Stop call.

       The  ultimate  result  of these calls is that we want to have the simulator automatically make calls into
       our Applications to tell them when to start and stop.  In the case  of  MyApp,  it  inherits  from  class
       Application  and  overrides  StartApplication, and StopApplication.  These are the functions that will be
       called  by  the  simulator  at  the  appropriate  time.   In  the  case  of  MyApp  you  will  find  that
       MyApp::StartApplication does the initial Bind, and Connect on the socket, and then starts data flowing by
       calling  MyApp::SendPacket.   MyApp::StopApplication  stops  generating packets by cancelling any pending
       send events then closes the socket.

       One of the nice things about ns-3 is that you can completely ignore the  implementation  details  of  how
       your  Application  is  “automagically”  called  by  the simulator at the correct time.  But since we have
       already ventured deep into ns-3 already, let’s go for it.

       If you look at src/network/model/application.cc  you  will  find  that  the  SetStartTime  method  of  an
       Application  just  sets  the member variable m_startTime and the SetStopTime method just sets m_stopTime.
       From there, without some hints, the trail will probably end.

       The key to picking up the trail again is to know that there is a global list of all of the nodes  in  the
       system.   Whenever  you  create  a  node  in  a simulation, a pointer to that Node is added to the global
       NodeList.

       Take  a  look  at  src/network/model/node-list.cc  and  search  for  NodeList::Add.   The  public  static
       implementation calls into a private implementation called NodeListPriv::Add.  This is a relatively common
       idom in ns-3.  So, take a look at NodeListPriv::Add.  There you will find,

          Simulator::ScheduleWithContext (index, TimeStep (0), &Node::Initialize, node);

       This  tells  you that whenever a Node is created in a simulation, as a side-effect, a call to that node’s
       Initialize method is scheduled for you that happens at time zero.  Don’t read too much  into  that  name,
       yet.   It  doesn’t  mean  that  the  Node  is  going to start doing anything, it can be interpreted as an
       informational call into the Node telling it that the simulation  has  started,  not  a  call  for  action
       telling the Node to start doing something.

       So,  NodeList::Add indirectly schedules a call to Node::Initialize at time zero to advise a new Node that
       the simulation has started.  If you look in src/network/model/node.h you will, however, not find a method
       called Node::Initialize.  It turns out that the Initialize method is inherited from  class  Object.   All
       objects  in the system can be notified when the simulation starts, and objects of class Node are just one
       kind of those objects.

       Take a look at src/core/model/object.cc next and search for Object::Initialize.   This  code  is  not  as
       straightforward  as  you  might  have  expected  since  ns-3  Objects  support  aggregation.  The code in
       Object::Initialize then loops through all of the objects that have been  aggregated  together  and  calls
       their  DoInitialize  method.   This  is  another  idiom that is very common in ns-3, sometimes called the
       “template design pattern.”: a public non-virtual API method, which stays constant across implementations,
       and that calls a private virtual implementation method that is inherited and implemented  by  subclasses.
       The  names  are  typically  something like MethodName for the public API and DoMethodName for the private
       API.

       This tells us that we should look for a Node::DoInitialize method in  src/network/model/node.cc  for  the
       method  that  will continue our trail.  If you locate the code, you will find a method that loops through
       all of the devices in the Node and then all of the applications in the  Node  calling  device->Initialize
       and application->Initialize respectively.

       You  may  already know that classes Device and Application both inherit from class Object and so the next
       step will be to look  at  what  happens  when  Application::DoInitialize  is  called.   Take  a  look  at
       src/network/model/application.cc and you will find:

          void
          Application::DoInitialize (void)
          {
            m_startEvent = Simulator::Schedule (m_startTime, &Application::StartApplication, this);
            if (m_stopTime != TimeStep (0))
              {
                m_stopEvent = Simulator::Schedule (m_stopTime, &Application::StopApplication, this);
              }
            Object::DoInitialize ();
          }

       Here,  we  finally come to the end of the trail.  If you have kept it all straight, when you implement an
       ns-3  Application,  your  new  application  inherits  from   class   Application.    You   override   the
       StartApplication and StopApplication methods and provide mechanisms for starting and stopping the flow of
       data  out  of  your  new  Application.  When a Node is created in the simulation, it is added to a global
       NodeList.  The act of adding a Node to this NodeList causes a simulator event to be  scheduled  for  time
       zero  which  calls  the  Node::Initialize method of the newly added Node to be called when the simulation
       starts.  Since a Node inherits from Object, this calls the Object::Initialize method on the  Node  which,
       in  turn,  calls  the  DoInitialize  methods on all of the Objects aggregated to the Node (think mobility
       models).  Since the Node Object has overridden DoInitialize, that method is called  when  the  simulation
       starts.   The  Node::DoInitialize  method  calls the Initialize methods of all of the Applications on the
       node.  Since Applications are also Objects, this causes Application::DoInitialize  to  be  called.   When
       Application::DoInitialize  is  called,  it  schedules events for the StartApplication and StopApplication
       calls on the Application.  These calls are designed  to  start  and  stop  the  flow  of  data  from  the
       Application

       This  has  been  another  fairly  long  journey,  but it only has to be made once, and you now understand
       another very deep piece of ns-3.

   The MyApp Application
       The MyApp Application needs a constructor and a destructor, of course:

          MyApp::MyApp ()
            : m_socket (0),
              m_peer (),
              m_packetSize (0),
              m_nPackets (0),
              m_dataRate (0),
              m_sendEvent (),
              m_running (false),
              m_packetsSent (0)
          {
          }

          MyApp::~MyApp()
          {
            m_socket = 0;
          }

       The existence of the next bit of code is the whole reason why we wrote  this  Application  in  the  first
       place.

          void
          MyApp::Setup (Ptr<Socket> socket, Address address, uint32_t packetSize,
                               uint32_t nPackets, DataRate dataRate)
          {
            m_socket = socket;
            m_peer = address;
            m_packetSize = packetSize;
            m_nPackets = nPackets;
            m_dataRate = dataRate;
          }

       This  code  should be pretty self-explanatory.  We are just initializing member variables.  The important
       one from the perspective of tracing is  the  Ptr<Socket>  socket  which  we  needed  to  provide  to  the
       application  during  configuration  time.   Recall  that we are going to create the Socket as a TcpSocket
       (which is implemented by TcpSocketBase) and hook its “CongestionWindow” trace source before passing it to
       the Setup method.

          void
          MyApp::StartApplication (void)
          {
            m_running = true;
            m_packetsSent = 0;
            m_socket->Bind ();
            m_socket->Connect (m_peer);
            SendPacket ();
          }

       The above code is the overridden implementation Application::StartApplication that will be  automatically
       called  by  the  simulator to start our Application running at the appropriate time.  You can see that it
       does a Socket Bind operation.  If you are familiar with Berkeley Sockets this shouldn’t  be  a  surprise.
       It  performs  the  required  work  on  the  local  side  of the connection just as you might expect.  The
       following Connect will do what is required to establish a connection with the TCP at Address m_peer.   It
       should  now be clear why we need to defer a lot of this to simulation time, since the Connect is going to
       need a fully functioning network to complete.  After the Connect, the Application  then  starts  creating
       simulation events by calling SendPacket.

       The next bit of code explains to the Application how to stop creating simulation events.

          void
          MyApp::StopApplication (void)
          {
            m_running = false;

            if (m_sendEvent.IsRunning ())
              {
                Simulator::Cancel (m_sendEvent);
              }

            if (m_socket)
              {
                m_socket->Close ();
              }
          }

       Every  time  a  simulation event is scheduled, an Event is created.  If the Event is pending execution or
       executing, its method IsRunning will return true.  In this code, if IsRunning() returns true,  we  Cancel
       the  event  which removes it from the simulator event queue.  By doing this, we break the chain of events
       that the Application is using to keep sending its Packets and the Application goes quiet.  After we quiet
       the Application we Close the socket which tears down the TCP connection.

       The socket is actually deleted in the destructor when the m_socket = 0 is  executed.   This  removes  the
       last reference to the underlying Ptr<Socket> which causes the destructor of that Object to be called.

       Recall  that  StartApplication  called  SendPacket  to  start  the  chain  of  events  that describes the
       Application behavior.

          void
          MyApp::SendPacket (void)
          {
            Ptr<Packet> packet = Create<Packet> (m_packetSize);
            m_socket->Send (packet);

            if (++m_packetsSent < m_nPackets)
              {
                ScheduleTx ();
              }
          }

       Here, you see that SendPacket does just that.  It creates a Packet and then does a  Send  which,  if  you
       know Berkeley Sockets, is probably just what you expected to see.

       It  is  the  responsibility  of the Application to keep scheduling the chain of events, so the next lines
       call ScheduleTx to schedule another transmit event (a SendPacket) until the Application  decides  it  has
       sent enough.

          void
          MyApp::ScheduleTx (void)
          {
            if (m_running)
              {
                Time tNext (Seconds (m_packetSize * 8 / static_cast<double> (m_dataRate.GetBitRate ())));
                m_sendEvent = Simulator::Schedule (tNext, &MyApp::SendPacket, this);
              }
          }

       Here,  you  see that ScheduleTx does exactly that.  If the Application is running (if StopApplication has
       not been called) it will schedule a new event, which calls SendPacket again.  The alert reader will  spot
       something that also trips up new users.  The data rate of an Application is just that.  It has nothing to
       do with the data rate of an underlying Channel.  This is the rate at which the Application produces bits.
       It  does  not  take  into  account  any  overhead  for  the various protocols or channels that it uses to
       transport the data.  If you set the data rate of an Application to the same data rate as your  underlying
       Channel you will eventually get a buffer overflow.

   Trace Sinks
       The  whole point of this exercise is to get trace callbacks from TCP indicating the congestion window has
       been updated.  The next piece of code implements the corresponding trace sink:

          static void
          CwndChange (uint32_t oldCwnd, uint32_t newCwnd)
          {
            NS_LOG_UNCOND (Simulator::Now ().GetSeconds () << "\t" << newCwnd);
          }

       This should be very familiar to you now, so we won’t dwell on the details.  This function just  logs  the
       current  simulation  time  and  the new value of the congestion window every time it is changed.  You can
       probably imagine that you could load the resulting output into a graphics program (gnuplot or Excel)  and
       immediately see a nice graph of the congestion window behavior over time.

       We  added a new trace sink to show where packets are dropped.  We are going to add an error model to this
       code also, so we wanted to demonstrate this working.

          static void
          RxDrop (Ptr<const Packet> p)
          {
            NS_LOG_UNCOND ("RxDrop at " << Simulator::Now ().GetSeconds ());
          }

       This trace sink will be connected to the “PhyRxDrop” trace source of the point-to-point NetDevice.   This
       trace  source  fires  when a packet is dropped by the physical layer of a NetDevice.  If you take a small
       detour to the source (src/point-to-point/model/point-to-point-net-device.cc) you will see that this trace
       source    refers    to    PointToPointNetDevice::m_phyRxDropTrace.     If    you     then     look     in
       src/point-to-point/model/point-to-point-net-device.h  for  this member variable, you will find that it is
       declared as a TracedCallback<Ptr<const Packet> >.  This should tell you that the callback  target  should
       be  a  function  that returns void and takes a single parameter which is a Ptr<const Packet> (assuming we
       use ConnectWithoutContext) – just what we have above.

   Main Program
       The following code should be very familiar to you by now:

          int
          main (int argc, char *argv[])
          {
            NodeContainer nodes;
            nodes.Create (2);

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

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

       This creates two nodes with a point-to-point channel between them, just as shown in the  illustration  at
       the start of the file.

       The  next few lines of code show something new.  If we trace a connection that behaves perfectly, we will
       end up with a monotonically increasing congestion window.  To see any  interesting  behavior,  we  really
       want  to  introduce  link  errors  which  will  drop  packets,  cause duplicate ACKs and trigger the more
       interesting behaviors of the congestion window.

       ns-3 provides ErrorModel objects which can be attached to Channels.   We  are  using  the  RateErrorModel
       which allows us to introduce errors into a Channel at a given rate.

          Ptr<RateErrorModel> em = CreateObject<RateErrorModel> ();
          em->SetAttribute ("ErrorRate", DoubleValue (0.00001));
          devices.Get (1)->SetAttribute ("ReceiveErrorModel", PointerValue (em));

       The  above code instantiates a RateErrorModel Object, and we set the “ErrorRate” Attribute to the desired
       value.  We  then  set  the  resulting  instantiated  RateErrorModel  as  the  error  model  used  by  the
       point-to-point  NetDevice.   This  will  give  us  some  retransmissions  and make our plot a little more
       interesting.

          InternetStackHelper stack;
          stack.Install (nodes);

          Ipv4AddressHelper address;
          address.SetBase ("10.1.1.0", "255.255.255.252");
          Ipv4InterfaceContainer interfaces = address.Assign (devices);

       The above code should be familiar.  It installs internet stacks on our two nodes and  creates  interfaces
       and assigns IP addresses for the point-to-point devices.

       Since  we  are  using TCP, we need something on the destination Node to receive TCP connections and data.
       The PacketSink Application is commonly used in ns-3 for that purpose.

          uint16_t sinkPort = 8080;
          Address sinkAddress (InetSocketAddress(interfaces.GetAddress (1), sinkPort));
          PacketSinkHelper packetSinkHelper ("ns3::TcpSocketFactory",
            InetSocketAddress (Ipv4Address::GetAny (), sinkPort));
          ApplicationContainer sinkApps = packetSinkHelper.Install (nodes.Get (1));
          sinkApps.Start (Seconds (0.));
          sinkApps.Stop (Seconds (20.));

       This should all be familiar, with the exception of,

          PacketSinkHelper packetSinkHelper ("ns3::TcpSocketFactory",
            InetSocketAddress (Ipv4Address::GetAny (), sinkPort));

       This  code  instantiates  a  PacketSinkHelper  and  tells  it  to  create   sockets   using   the   class
       ns3::TcpSocketFactory.   This  class  implements  a  design  pattern  called  “object factory” which is a
       commonly used mechanism for specifying a class used to create objects in an abstract way.  Here,  instead
       of  having  to  create the objects themselves, you provide the PacketSinkHelper a string that specifies a
       TypeId string used to create an object which can then be used,  in  turn,  to  create  instances  of  the
       Objects created by the factory.

       The remaining parameter tells the Application which address and port it should Bind to.

       The next two lines of code will create the socket and connect the trace source.

          Ptr<Socket> ns3TcpSocket = Socket::CreateSocket (nodes.Get (0),
            TcpSocketFactory::GetTypeId ());
          ns3TcpSocket->TraceConnectWithoutContext ("CongestionWindow",
            MakeCallback (&CwndChange));

       The  first  statement  calls  the  static member function Socket::CreateSocket and provides a Node and an
       explicit TypeId for the object factory used to create the socket.  This is a slightly  lower  level  call
       than  the  PacketSinkHelper  call  above,  and  uses an explicit C++ type instead of one referred to by a
       string.  Otherwise, it is conceptually the same thing.

       Once the TcpSocket is created and attached to the Node, we can use TraceConnectWithoutContext to  connect
       the CongestionWindow trace source to our trace sink.

       Recall that we coded an Application so we could take that Socket we just made (during configuration time)
       and use it in simulation time.  We now have to instantiate that Application.  We didn’t go to any trouble
       to create a helper to manage the Application so we are going to have to create and install it “manually”.
       This is actually quite easy:

          Ptr<MyApp> app = CreateObject<MyApp> ();
          app->Setup (ns3TcpSocket, sinkAddress, 1040, 1000, DataRate ("1Mbps"));
          nodes.Get (0)->AddApplication (app);
          app->Start (Seconds (1.));
          app->Stop (Seconds (20.));

       The  first line creates an Object of type MyApp – our Application.  The second line tells the Application
       what Socket to use, what address to connect to, how much data to send at each send event, how  many  send
       events to generate and the rate at which to produce data from those events.

       Next,  we  manually  add  the MyApp Application to the source Node and explicitly call the Start and Stop
       methods on the Application to tell it when to start and stop doing its thing.

       We need to actually do the connect from the receiver point-to-point NetDevice drop event  to  our  RxDrop
       callback now.

          devices.Get (1)->TraceConnectWithoutContext("PhyRxDrop", MakeCallback (&RxDrop));

       It  should  now  be  obvious  that  we  are  getting a reference to the receiving Node NetDevice from its
       container and connecting the trace source defined by the attribute “PhyRxDrop”  on  that  device  to  the
       trace sink RxDrop.

       Finally, we tell the simulator to override any Applications and just stop processing events at 20 seconds
       into the simulation.

            Simulator::Stop (Seconds(20));
            Simulator::Run ();
            Simulator::Destroy ();

            return 0;
          }

       Recall  that  as  soon  as Simulator::Run is called, configuration time ends, and simulation time begins.
       All of the work we orchestrated by creating the Application and teaching it how to connect and send  data
       actually happens during this function call.

       As  soon  as Simulator::Run returns, the simulation is complete and we enter the teardown phase.  In this
       case, Simulator::Destroy takes care of the gory details and we  just  return  a  success  code  after  it
       completes.

   Running fifth.cc
       Since  we  have  provided  the  file fifth.cc for you, if you have built your distribution (in debug mode
       since it uses NS_LOG – recall that optimized builds optimize out NS_LOG) it will be waiting  for  you  to
       run.

          $ ./waf --run fifth
          Waf: Entering directory `/home/craigdo/repos/ns-3-allinone-dev/ns-3-dev/build'
          Waf: Leaving directory `/home/craigdo/repos/ns-3-allinone-dev/ns-3-dev/build'
          'build' finished successfully (0.684s)
          1       536
          1.0093  1072
          1.01528 1608
          1.02167 2144
          ...
          1.11319 8040
          1.12151 8576
          1.12983 9112
          RxDrop at 1.13696
          ...

       You  can  probably  see  immediately a downside of using prints of any kind in your traces.  We get those
       extraneous waf messages printed all over our interesting information along with  those  RxDrop  messages.
       We  will  remedy  that  soon,  but I’m sure you can’t wait to see the results of all of this work.  Let’s
       redirect that output to a file called cwnd.dat:

          $ ./waf --run fifth > cwnd.dat 2>&1

       Now edit up “cwnd.dat” in your favorite editor and remove the waf build status and  drop  lines,  leaving
       only the traced data (you could also comment out the TraceConnectWithoutContext("PhyRxDrop", MakeCallback
       (&RxDrop)); in the script to get rid of the drop prints just as easily.

       You can now run gnuplot (if you have it installed) and tell it to generate some pretty pictures:

          $ gnuplot
          gnuplot> set terminal png size 640,480
          gnuplot> set output "cwnd.png"
          gnuplot> plot "cwnd.dat" using 1:2 title 'Congestion Window' with linespoints
          gnuplot> exit

       You  should  now  have  a  graph of the congestion window versus time sitting in the file “cwnd.png” that
       looks like:
         [image]

   Using Mid-Level Helpers
       In the previous section, we showed how to hook a trace source and get hopefully  interesting  information
       out  of  a  simulation.   Perhaps  you  will  recall  that we called logging to the standard output using
       std::cout a “blunt instrument” much earlier in this chapter.  We also wrote about how it  was  a  problem
       having  to parse the log output in order to isolate interesting information.  It may have occurred to you
       that we just spent a lot of time implementing an example that exhibits all of the problems we purport  to
       fix with the ns-3 tracing system!  You would be correct.  But, bear with us.  We’re not done yet.

       One  of  the  most  important things we want to do is to have the ability to easily control the amount of
       output coming out of the simulation; and we also want to save those data to a file so we can  refer  back
       to  it  later.   We can use the mid-level trace helpers provided in ns-3 to do just that and complete the
       picture.

       We provide a script that writes the cwnd change and drop events developed in the example fifth.cc to disk
       in separate files.  The cwnd changes are stored as a tab-separated ASCII file and  the  drop  events  are
       stored in a PCAP file.  The changes to make this happen are quite small.

   Walkthrough: sixth.cc
       Let’s   take   a   look   at   the   changes   required   to   go   from   fifth.cc  to  sixth.cc.   Open
       examples/tutorial/sixth.cc in your favorite editor.  You can  see  the  first  change  by  searching  for
       CwndChange.   You  will  find  that  we  have changed the signatures for the trace sinks and have added a
       single line to each sink that writes the traced information to a stream representing a file.

          static void
          CwndChange (Ptr<OutputStreamWrapper> stream, uint32_t oldCwnd, uint32_t newCwnd)
          {
            NS_LOG_UNCOND (Simulator::Now ().GetSeconds () << "\t" << newCwnd);
            *stream->GetStream () << Simulator::Now ().GetSeconds () << "\t" << oldCwnd << "\t" << newCwnd << std::endl;
          }

          static void
          RxDrop (Ptr<PcapFileWrapper> file, Ptr<const Packet> p)
          {
            NS_LOG_UNCOND ("RxDrop at " << Simulator::Now ().GetSeconds ());
            file->Write(Simulator::Now(), p);
          }

       We have added a “stream” parameter to the CwndChange trace sink.  This is an  object  that  holds  (keeps
       safely  alive) a C++ output stream.  It turns out that this is a very simple object, but one that manages
       lifetime issues for the stream and solves a problem that even experienced C++ users run into.   It  turns
       out  that  the copy constructor for std::ostream is marked private.  This means that std::ostreams do not
       obey value semantics and cannot be used in any mechanism that requires the stream  to  be  copied.   This
       includes  the  ns-3 callback system, which as you may recall, requires objects that obey value semantics.
       Further notice that we have added the following line in the CwndChange trace sink implementation:

          *stream->GetStream () << Simulator::Now ().GetSeconds () << "\t" << oldCwnd << "\t" << newCwnd << std::endl;

       This would be very familiar code if you replaced *stream->GetStream () with std::cout, as in:

          std::cout << Simulator::Now ().GetSeconds () << "\t" << oldCwnd << "\t" << newCwnd << std::endl;

       This illustrates that the Ptr<OutputStreamWrapper> is really just carrying  around  a  std::ofstream  for
       you, and you can use it here like any other output stream.

       A similar situation happens in RxDrop except that the object being passed around (a Ptr<PcapFileWrapper>)
       represents  a PCAP file.  There is a one-liner in the trace sink to write a timestamp and the contents of
       the packet being dropped to the PCAP file:

          file->Write(Simulator::Now(), p);

       Of course, if we have objects representing the two files, we need to create them somewhere and also cause
       them to be passed to the trace sinks.  If you look in the main function, you will find  new  code  to  do
       just that:

          AsciiTraceHelper asciiTraceHelper;
          Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("sixth.cwnd");
          ns3TcpSocket->TraceConnectWithoutContext ("CongestionWindow", MakeBoundCallback (&CwndChange, stream));

          ...

          PcapHelper pcapHelper;
          Ptr<PcapFileWrapper> file = pcapHelper.CreateFile ("sixth.pcap", std::ios::out, PcapHelper::DLT_PPP);
          devices.Get (1)->TraceConnectWithoutContext("PhyRxDrop", MakeBoundCallback (&RxDrop, file));

       In  the first section of the code snippet above, we are creating the ASCII trace file, creating an object
       responsible for managing it and using a variant of the callback creation  function  to  arrange  for  the
       object  to  be passed to the sink.  Our ASCII trace helpers provide a rich set of functions to make using
       text (ASCII) files easy.  We are just going to illustrate the use of the file  stream  creation  function
       here.

       The  CreateFileStream  function is basically going to instantiate a std::ofstream object and create a new
       file (or truncate an existing file).  This std::ofstream is packaged up in an ns-3  object  for  lifetime
       management and copy constructor issue resolution.

       We  then  take  this ns-3 object representing the file and pass it to MakeBoundCallback().  This function
       creates a callback just like MakeCallback(), but it “binds” a new value to the callback.  This  value  is
       added as the first argument to the callback before it is called.

       Essentially,  MakeBoundCallback(&CwndChange,  stream)  causes  the  trace  source  to  add the additional
       “stream” parameter to the front of the formal parameter list before invoking the callback.  This  changes
       the  required  signature  of the CwndChange sink to match the one shown above, which includes the “extra”
       parameter Ptr<OutputStreamWrapper> stream.

       In the second section of code in the snippet above, we instantiate a PcapHelper to do the same thing  for
       our PCAP trace file that we did with the AsciiTraceHelper. The line of code,

          Ptr<PcapFileWrapper> file = pcapHelper.CreateFile ("sixth.pcap",
          "w", PcapHelper::DLT_PPP);

       creates  a  PCAP  file  named “sixth.pcap” with file mode “w”.  This means that the new file is truncated
       (contents deleted) if an existing file with that name is found.  The final parameter is  the  “data  link
       type”  of  the new PCAP file.  These are the same as the PCAP library data link types defined in bpf.h if
       you are familiar with PCAP.  In this case, DLT_PPP indicates that the  PCAP  file  is  going  to  contain
       packets  prefixed  with  point  to  point  headers.   This  is true since the packets are coming from our
       point-to-point device driver.  Other common data link types are DLT_EN10MB (10 MB  Ethernet)  appropriate
       for  csma  devices  and  DLT_IEEE802_11 (IEEE 802.11) appropriate for wifi devices.  These are defined in
       src/network/helper/trace-helper.h if you are interested in seeing the list.   The  entries  in  the  list
       match those in bpf.h but we duplicate them to avoid a PCAP source dependence.

       A ns-3 object representing the PCAP file is returned from CreateFile and used in a bound callback exactly
       as it was in the ASCII case.

       An  important  detour:  It  is important to notice that even though both of these objects are declared in
       very similar ways,

          Ptr<PcapFileWrapper> file ...
          Ptr<OutputStreamWrapper> stream ...

       The underlying objects are entirely different.  For example, the Ptr<PcapFileWrapper> is a smart  pointer
       to  an ns-3 Object that is a fairly heavyweight thing that supports Attributes and is integrated into the
       Config system.  The Ptr<OutputStreamWrapper>, on the other hand,  is  a  smart  pointer  to  a  reference
       counted  object  that  is  a  very lightweight thing.  Remember to look at the object you are referencing
       before making any assumptions about the “powers” that object may have.

       For example, take a look at src/network/utils/pcap-file-wrapper.h in the distribution and notice,

          class PcapFileWrapper : public Object

       that  class  PcapFileWrapper  is  an  ns-3  Object  by  virtue  of  its  inheritance.    Then   look   at
       src/network/model/output-stream-wrapper.h and notice,

          class OutputStreamWrapper : public
          SimpleRefCount<OutputStreamWrapper>

       that  this  object  is  not  an  ns-3  Object at all, it is “merely” a C++ object that happens to support
       intrusive reference counting.

       The point here is that just because you read Ptr<something> it does not necessarily mean  that  something
       is an ns-3 Object on which you can hang ns-3 Attributes, for example.

       Now, back to the example.  If you build and run this example,

          $ ./waf --run sixth

       you  will  see  the  same  messages  appear as when you ran “fifth”, but two new files will appear in the
       top-level directory of your ns-3 distribution.

          sixth.cwnd  sixth.pcap

       Since “sixth.cwnd” is an ASCII text file, you can view it with cat or your favorite file viewer.

          1       0       536
          1.0093  536     1072
          1.01528 1072    1608
          1.02167 1608    2144
          ...
          9.69256 5149    5204
          9.89311 5204    5259

       You have a tab separated file with a timestamp, an old congestion window  and  a  new  congestion  window
       suitable  for  directly importing into your plot program.  There are no extraneous prints in the file, no
       parsing or editing is required.

       Since “sixth.pcap” is a PCAP file, you can fiew it with tcpdump.

          reading from file sixth.pcap, link-type PPP (PPP)
          1.136956 IP 10.1.1.1.49153 > 10.1.1.2.8080: Flags [.], seq 17177:17681, ack 1, win 32768, options [TS val 1133 ecr 1127,eol], length 504
          1.403196 IP 10.1.1.1.49153 > 10.1.1.2.8080: Flags [.], seq 33280:33784, ack 1, win 32768, options [TS val 1399 ecr 1394,eol], length 504
          ...
          7.426220 IP 10.1.1.1.49153 > 10.1.1.2.8080: Flags [.], seq 785704:786240, ack 1, win 32768, options [TS val 7423 ecr 7421,eol], length 536
          9.630693 IP 10.1.1.1.49153 > 10.1.1.2.8080: Flags [.], seq 882688:883224, ack 1, win 32768, options [TS val 9620 ecr 9618,eol], length 536

       You have a PCAP file with the packets that were dropped in the simulation.  There are  no  other  packets
       present in the file and there is nothing else present to make life difficult.

       It’s  been a long journey, but we are now at a point where we can appreciate the ns-3 tracing system.  We
       have pulled important events out of the middle of a TCP implementation and a device  driver.   We  stored
       those  events  directly  in files usable with commonly known tools.  We did this without modifying any of
       the core code involved, and we did this in only 18 lines of code:

          static void
          CwndChange (Ptr<OutputStreamWrapper> stream, uint32_t oldCwnd, uint32_t newCwnd)
          {
            NS_LOG_UNCOND (Simulator::Now ().GetSeconds () << "\t" << newCwnd);
            *stream->GetStream () << Simulator::Now ().GetSeconds () << "\t" << oldCwnd << "\t" << newCwnd << std::endl;
          }

          ...

          AsciiTraceHelper asciiTraceHelper;
          Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("sixth.cwnd");
          ns3TcpSocket->TraceConnectWithoutContext ("CongestionWindow", MakeBoundCallback (&CwndChange, stream));

          ...

          static void
          RxDrop (Ptr<PcapFileWrapper> file, Ptr<const Packet> p)
          {
            NS_LOG_UNCOND ("RxDrop at " << Simulator::Now ().GetSeconds ());
            file->Write(Simulator::Now(), p);
          }

          ...

          PcapHelper pcapHelper;
          Ptr<PcapFileWrapper> file = pcapHelper.CreateFile ("sixth.pcap", "w", PcapHelper::DLT_PPP);
          devices.Get (1)->TraceConnectWithoutContext("PhyRxDrop", MakeBoundCallback (&RxDrop, file));

   Trace Helpers
       The ns-3 trace helpers provide a rich environment for configuring and selecting  different  trace  events
       and  writing  them  to  files.   In previous sections, primarily BuildingTopologies, we have seen several
       varieties of the trace helper methods designed for use inside other (device) helpers.

       Perhaps you will recall seeing some of these variations:

          pointToPoint.EnablePcapAll ("second");
          pointToPoint.EnablePcap ("second", p2pNodes.Get (0)->GetId (), 0);
          csma.EnablePcap ("third", csmaDevices.Get (0), true);
          pointToPoint.EnableAsciiAll (ascii.CreateFileStream ("myfirst.tr"));

       What may not be obvious, though, is that there is a consistent model for all of the trace-related methods
       found in the system.  We will now take a little time and take a look at the “big picture”.

       There are currently two primary use cases of the tracing helpers in ns-3:  device  helpers  and  protocol
       helpers.   Device  helpers  look  at  the  problem of specifying which traces should be enabled through a
       (node, device) pair.  For example, you may want to specify that PCAP  tracing  should  be  enabled  on  a
       particular  device  on a specific node.  This follows from the ns-3 device conceptual model, and also the
       conceptual models of the various device helpers.  Following naturally from this, the files created follow
       a <prefix>-<node>-<device> naming convention.

       Protocol helpers look at the problem of specifying which traces should be enabled through a protocol  and
       interface  pair.   This  follows  from  the ns-3 protocol stack conceptual model, and also the conceptual
       models   of   internet   stack   helpers.    Naturally,    the    trace    files    should    follow    a
       <prefix>-<protocol>-<interface> naming convention.

       The  trace  helpers  therefore fall naturally into a two-dimensional taxonomy.  There are subtleties that
       prevent all four classes from behaving identically, but we do strive to make them all work  as  similarly
       as possible; and whenever possible there are analogs for all methods in all classes.
                                      ┌─────────────────┬────────────┬────────────┐
                                      │                 │ PCAP       │ ASCII      │
                                      ├─────────────────┼────────────┼────────────┤
                                      │ Device Helper   │ \checkmark │ \checkmark │
                                      ├─────────────────┼────────────┼────────────┤
                                      │ Protocol Helper │ \checkmark │ \checkmark │
                                      └─────────────────┴────────────┴────────────┘

       We use an approach called a mixin to add tracing functionality to our helper classes.  A mixin is a class
       that  provides  functionality  when  it  is  inherited  by  a  subclass.   Inheriting from a mixin is not
       considered a form of specialization but is really a way to collect functionality.

       Let’s take a quick look at all four of these cases and their respective mixins.

   Device Helpers
   PCAP
       The goal of these helpers is to make it easy to add a consistent PCAP trace facility to an  ns-3  device.
       We want all of the various flavors of PCAP tracing to work the same across all devices, so the methods of
       these  helpers  are inherited by device helpers.  Take a look at src/network/helper/trace-helper.h if you
       want to follow the discussion while looking at real code.

       The class PcapHelperForDevice is a mixin provides the high level functionality for using PCAP tracing  in
       an ns-3 device.  Every device must implement a single virtual method inherited from this class.

          virtual void EnablePcapInternal (std::string prefix, Ptr<NetDevice> nd, bool promiscuous, bool explicitFilename) = 0;

       The signature of this method reflects the device-centric view of the situation at this level.  All of the
       public   methods   inherited   from   class   PcapUserHelperForDevice   reduce  to  calling  this  single
       device-dependent implementation method.  For example, the lowest level PCAP method,

          void EnablePcap (std::string prefix, Ptr<NetDevice> nd, bool promiscuous = false, bool explicitFilename = false);

       will call the device implementation of  EnablePcapInternal  directly.   All  other  public  PCAP  tracing
       methods  build on this implementation to provide additional user-level functionality.  What this means to
       the user is that all device helpers in the system will have all of the PCAP trace methods available;  and
       these  methods  will  all work in the same way across devices if the device implements EnablePcapInternal
       correctly.

   Methods
          void EnablePcap (std::string prefix, Ptr<NetDevice> nd, bool promiscuous = false, bool explicitFilename = false);
          void EnablePcap (std::string prefix, std::string ndName, bool promiscuous = false, bool explicitFilename = false);
          void EnablePcap (std::string prefix, NetDeviceContainer d, bool promiscuous = false);
          void EnablePcap (std::string prefix, NodeContainer n, bool promiscuous = false);
          void EnablePcap (std::string prefix, uint32_t nodeid, uint32_t deviceid, bool promiscuous = false);
          void EnablePcapAll (std::string prefix, bool promiscuous = false);

       In each of the methods shown above, there is a default parameter  called  promiscuous  that  defaults  to
       false.   This  parameter  indicates that the trace should not be gathered in promiscuous mode.  If you do
       want your traces to include all traffic seen by the device (and if  the  device  supports  a  promiscuous
       mode) simply add a true parameter to any of the calls above.  For example,

          Ptr<NetDevice> nd;
          ...
          helper.EnablePcap ("prefix", nd, true);

       will enable promiscuous mode captures on the NetDevice specified by nd.

       The  first  two  methods  also include a default parameter called explicitFilename that will be discussed
       below.

       You are encouraged to peruse the API Documentation for class PcapHelperForDevice to find the  details  of
       these methods; but to summarize …

       • You  can  enable  PCAP tracing on a particular node/net-device pair by providing a Ptr<NetDevice> to an
         EnablePcap method.  The Ptr<Node> is implicit since the net device must belong  to  exactly  one  Node.
         For example,

            Ptr<NetDevice> nd;
            ...
            helper.EnablePcap ("prefix", nd);

       • You  can  enable  PCAP  tracing  on  a  particular  node/net-device  pair  by  providing  a std::string
         representing an object name service string to an EnablePcap method.  The Ptr<NetDevice>  is  looked  up
         from  the name string.  Again, the <Node> is implicit since the named net device must belong to exactly
         one Node.  For example,

            Names::Add ("server" ...);
            Names::Add ("server/eth0" ...);
            ...
            helper.EnablePcap ("prefix", "server/ath0");

       • You can enable PCAP tracing on a collection of node/net-device pairs by providing a NetDeviceContainer.
         For each NetDevice in the container the type is checked.  For each device of the proper type (the  same
         type  as is managed by the device helper), tracing is enabled.  Again, the <Node> is implicit since the
         found net device must belong to exactly one Node.  For example,

            NetDeviceContainer d = ...;
            ...
            helper.EnablePcap ("prefix", d);

       • You can enable PCAP tracing on a collection of node/net-device pairs by providing a NodeContainer.  For
         each Node in the NodeContainer its attached NetDevices are iterated.  For each  NetDevice  attached  to
         each  Node  in  the  container, the type of that device is checked.  For each device of the proper type
         (the same type as is managed by the device helper), tracing is enabled.

            NodeContainer n;
            ...
            helper.EnablePcap ("prefix", n);

       • You can enable PCAP tracing on the basis of Node ID and device ID as well as with explicit  Ptr.   Each
         Node in the system has an integer Node ID and each device connected to a Node has an integer device ID.

            helper.EnablePcap ("prefix", 21, 1);

       • Finally,  you can enable PCAP tracing for all devices in the system, with the same type as that managed
         by the device helper.

            helper.EnablePcapAll ("prefix");

   Filenames
       Implicit  in  the  method  descriptions  above  is  the  construction  of  a  complete  filename  by  the
       implementation  method.   By  convention,  PCAP  traces in the ns-3 system are of the form <prefix>-<node
       id>-<device id>.pcap

       As previously mentioned, every Node in the system will have a system-assigned Node id; and  every  device
       will  have  an  interface index (also called a device id) relative to its node.  By default, then, a PCAP
       trace file created as a result of enabling tracing on the first  device  of  Node  21  using  the  prefix
       “prefix” would be prefix-21-1.pcap.

       You  can  always  use  the ns-3 object name service to make this more clear.  For example, if you use the
       object name service to assign the name “server” to Node 21, the  resulting  PCAP  trace  file  name  will
       automatically  become,  prefix-server-1.pcap  and  if you also assign the name “eth0” to the device, your
       PCAP file name will automatically pick this up and be called prefix-server-eth0.pcap.

       Finally, two of the methods shown above,

          void EnablePcap (std::string prefix, Ptr<NetDevice> nd, bool promiscuous = false, bool explicitFilename = false);
          void EnablePcap (std::string prefix, std::string ndName, bool promiscuous = false, bool explicitFilename = false);

       have a default parameter called  explicitFilename.   When  set  to  true,  this  parameter  disables  the
       automatic  filename  completion  mechanism and allows you to create an explicit filename.  This option is
       only available in the methods which enable PCAP tracing on a single device.

       For example, in order to arrange for a device helper to create a single promiscuous PCAP capture file  of
       a specific name my-pcap-file.pcap on a given device, one could:

          Ptr<NetDevice> nd;
          ...
          helper.EnablePcap ("my-pcap-file.pcap", nd, true, true);

       The first true parameter enables promiscuous mode traces and the second tells the helper to interpret the
       prefix parameter as a complete filename.

   ASCII
       The  behavior  of the ASCII trace helper mixin is substantially similar to the PCAP version.  Take a look
       at src/network/helper/trace-helper.h if you want to follow the discussion while looking at real code.

       The class AsciiTraceHelperForDevice adds the high level functionality for using ASCII tracing to a device
       helper class.  As in the PCAP case, every device must implement a single virtual  method  inherited  from
       the ASCII trace mixin.

          virtual void EnableAsciiInternal (Ptr<OutputStreamWrapper> stream,
                                            std::string prefix,
                                            Ptr<NetDevice> nd,
                                            bool explicitFilename) = 0;

       The  signature  of  this method reflects the device-centric view of the situation at this level; and also
       the fact that the helper may be writing to a shared output stream.  All of the public ASCII-trace-related
       methods inherited from class AsciiTraceHelperForDevice reduce to calling this  single  device-  dependent
       implementation method.  For example, the lowest level ascii trace methods,

          void EnableAscii (std::string prefix, Ptr<NetDevice> nd, bool explicitFilename = false);
          void EnableAscii (Ptr<OutputStreamWrapper> stream, Ptr<NetDevice> nd);

       will  call  the device implementation of EnableAsciiInternal directly, providing either a valid prefix or
       stream.  All other public ASCII tracing methods will  build  on  these  low-level  functions  to  provide
       additional  user-level  functionality.   What  this  means  to the user is that all device helpers in the
       system will have all of the ASCII trace methods available; and these methods will all work  in  the  same
       way across devices if the devices implement EnableAsciiInternal correctly.

   Methods
          void EnableAscii (std::string prefix, Ptr<NetDevice> nd, bool explicitFilename = false);
          void EnableAscii (Ptr<OutputStreamWrapper> stream, Ptr<NetDevice> nd);

          void EnableAscii (std::string prefix, std::string ndName, bool explicitFilename = false);
          void EnableAscii (Ptr<OutputStreamWrapper> stream, std::string ndName);

          void EnableAscii (std::string prefix, NetDeviceContainer d);
          void EnableAscii (Ptr<OutputStreamWrapper> stream, NetDeviceContainer d);

          void EnableAscii (std::string prefix, NodeContainer n);
          void EnableAscii (Ptr<OutputStreamWrapper> stream, NodeContainer n);

          void EnableAsciiAll (std::string prefix);
          void EnableAsciiAll (Ptr<OutputStreamWrapper> stream);

          void EnableAscii (std::string prefix, uint32_t nodeid, uint32_t deviceid, bool explicitFilename);
          void EnableAscii (Ptr<OutputStreamWrapper> stream, uint32_t nodeid, uint32_t deviceid);

       You  are  encouraged  to  peruse  the  API  Documentation for class AsciiTraceHelperForDevice to find the
       details of these methods; but to summarize …

       • There are twice as many methods available for ASCII tracing as there were for PCAP  tracing.   This  is
         because, in addition to the PCAP-style model where traces from each unique node/device pair are written
         to  a  unique file, we support a model in which trace information for many node/device pairs is written
         to a common file.  This means that the  <prefix>-<node>-<device>  file  name  generation  mechanism  is
         replaced  by  a  mechanism to refer to a common file; and the number of API methods is doubled to allow
         all combinations.

       • Just as in PCAP tracing, you can enable ASCII tracing  on  a  particular  (node,  net-device)  pair  by
         providing  a  Ptr<NetDevice>  to an EnableAscii method.  The Ptr<Node> is implicit since the net device
         must belong to exactly one Node.  For example,

          Ptr<NetDevice> nd;
          ...
          helper.EnableAscii ("prefix", nd);

       • The first four methods also include a default parameter called explicitFilename that operate similar to
         equivalent parameters in the PCAP case.

         In this case, no trace contexts are written to the ASCII trace file since they would be redundant.  The
         system will pick the file name to be created using the same rules as described  in  the  PCAP  section,
         except that the file will have the suffix .tr instead of .pcap.

       • If  you  want  to enable ASCII tracing on more than one net device and have all traces sent to a single
         file, you can do that as well by using an object to refer to a single file.  We have already seen  this
         in the “cwnd” example above:

            Ptr<NetDevice> nd1;
            Ptr<NetDevice> nd2;
            ...
            Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("trace-file-name.tr");
            ...
            helper.EnableAscii (stream, nd1);
            helper.EnableAscii (stream, nd2);

         In  this  case,  trace  contexts  are  written  to  the  ASCII  trace  file  since they are required to
         disambiguate traces from the two devices.  Note that since the user is completely specifying  the  file
         name, the string should include the ,tr suffix for consistency.

       • You  can  enable  ASCII  tracing  on  a  particular  (node, net-device) pair by providing a std::string
         representing an object name service string to an EnablePcap method.  The Ptr<NetDevice>  is  looked  up
         from  the name string.  Again, the <Node> is implicit since the named net device must belong to exactly
         one Node.  For example,

            Names::Add ("client" ...);
            Names::Add ("client/eth0" ...);
            Names::Add ("server" ...);
            Names::Add ("server/eth0" ...);
            ...
            helper.EnableAscii ("prefix", "client/eth0");
            helper.EnableAscii ("prefix", "server/eth0");

         This would result in two files named prefix-client-eth0.tr and prefix-server-eth0.tr  with  traces  for
         each  device  in  the  respective trace file.  Since all of the EnableAscii functions are overloaded to
         take a stream wrapper, you can use that form as well:

            Names::Add ("client" ...);
            Names::Add ("client/eth0" ...);
            Names::Add ("server" ...);
            Names::Add ("server/eth0" ...);
            ...
            Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("trace-file-name.tr");
            ...
            helper.EnableAscii (stream, "client/eth0");
            helper.EnableAscii (stream, "server/eth0");

         This would result in a single trace file called trace-file-name.tr  that  contains  all  of  the  trace
         events for both devices.  The events would be disambiguated by trace context strings.

       • You   can   enable  ASCII  tracing  on  a  collection  of  (node,  net-device)  pairs  by  providing  a
         NetDeviceContainer.  For each NetDevice in the container the type is checked.  For each device  of  the
         proper  type (the same type as is managed by the device helper), tracing is enabled.  Again, the <Node>
         is implicit since the found net device must belong to exactly one Node.  For example,

            NetDeviceContainer d = ...;
            ...
            helper.EnableAscii ("prefix", d);

         This would result in a  number  of  ASCII  trace  files  being  created,  each  of  which  follows  the
         <prefix>-<node id>-<device id>.tr convention.

         Combining all of the traces into a single file is accomplished similarly to the examples above:

            NetDeviceContainer d = ...;
            ...
            Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("trace-file-name.tr");
            ...
            helper.EnableAscii (stream, d);

       • You  can enable ASCII tracing on a collection of (node, net-device) pairs by providing a NodeContainer.
         For each Node in the NodeContainer its attached NetDevices are iterated.  For each  NetDevice  attached
         to  each Node in the container, the type of that device is checked.  For each device of the proper type
         (the same type as is managed by the device helper), tracing is enabled.

            NodeContainer n;
            ...
            helper.EnableAscii ("prefix", n);

         This would result in a  number  of  ASCII  trace  files  being  created,  each  of  which  follows  the
         <prefix>-<node  id>-<device  id>.tr  convention.   Combining  all  of  the traces into a single file is
         accomplished similarly to the examples above.

       • You can enable ASCII tracing on the basis of Node ID and device ID as well as with explicit Ptr.   Each
         Node in the system has an integer Node ID and each device connected to a Node has an integer device ID.

            helper.EnableAscii ("prefix", 21, 1);

         Of course, the traces can be combined into a single file as shown above.

       • Finally, you can enable ASCII tracing for all devices in the system, with the same type as that managed
         by the device helper.

            helper.EnableAsciiAll ("prefix");

         This would result in a number of ASCII trace files being created, one for every device in the system of
         the  type  managed by the helper.  All of these files will follow the <prefix>-<node id>-<device id>.tr
         convention.  Combining all of the traces into a single file is accomplished similarly to  the  examples
         above.

   Filenames
       Implicit  in  the prefix-style method descriptions above is the construction of the complete filenames by
       the implementation method.  By convention, ASCII traces in the ns-3 system are of the form <prefix>-<node
       id>-<device id>.tr

       As previously mentioned, every Node in the system will have a system-assigned Node id; and  every  device
       will  have an interface index (also called a device id) relative to its node.  By default, then, an ASCII
       trace file created as a result of enabling tracing on the first device  of  Node  21,  using  the  prefix
       “prefix”, would be prefix-21-1.tr.

       You  can  always  use  the ns-3 object name service to make this more clear.  For example, if you use the
       object name service to assign the name “server” to Node 21, the resulting  ASCII  trace  file  name  will
       automatically become, prefix-server-1.tr and if you also assign the name “eth0” to the device, your ASCII
       trace file name will automatically pick this up and be called prefix-server-eth0.tr.

       Several  of  the  methods  have  a  default  parameter  called  explicitFilename.  When set to true, this
       parameter disables the automatic filename completion mechanism and  allows  you  to  create  an  explicit
       filename.   This  option  is  only  available  in the methods which take a prefix and enable tracing on a
       single device.

   Protocol Helpers
   PCAP
       The goal of these mixins is to make it easy to add a consistent PCAP trace  facility  to  protocols.   We
       want  all of the various flavors of PCAP tracing to work the same across all protocols, so the methods of
       these helpers are inherited by stack helpers.  Take a look at  src/network/helper/trace-helper.h  if  you
       want to follow the discussion while looking at real code.

       In  this  section we will be illustrating the methods as applied to the protocol Ipv4.  To specify traces
       in similar protocols, just substitute the appropriate type.  For example, use a Ptr<Ipv6>  instead  of  a
       Ptr<Ipv4> and call EnablePcapIpv6 instead of EnablePcapIpv4.

       The  class  PcapHelperForIpv4  provides  the  high level functionality for using PCAP tracing in the Ipv4
       protocol.  Each protocol helper enabling these methods must implement a single virtual  method  inherited
       from  this class.  There will be a separate implementation for Ipv6, for example, but the only difference
       will be in the method names and signatures.  Different method names are required  to  disambiguate  class
       Ipv4 from Ipv6 which are both derived from class Object, and methods that share the same signature.

          virtual void EnablePcapIpv4Internal (std::string prefix,
                                               Ptr<Ipv4> ipv4,
                                               uint32_t interface,
                                               bool explicitFilename) = 0;

       The  signature  of  this method reflects the protocol and interface-centric view of the situation at this
       level.  All of the public methods inherited from class PcapHelperForIpv4 reduce to  calling  this  single
       device-dependent implementation method.  For example, the lowest level PCAP method,

          void EnablePcapIpv4 (std::string prefix, Ptr<Ipv4> ipv4, uint32_t interface, bool explicitFilename = false);

       will  call  the  device implementation of EnablePcapIpv4Internal directly.  All other public PCAP tracing
       methods build on this implementation to provide additional user-level functionality.  What this means  to
       the  user  is  that all protocol helpers in the system will have all of the PCAP trace methods available;
       and  these  methods  will  all  work  in  the  same  way  across  protocols  if  the  helper   implements
       EnablePcapIpv4Internal correctly.

   Methods
       These  methods  are  designed  to  be  in one-to-one correspondence with the Node- and NetDevice- centric
       versions of the device versions.  Instead of Node and NetDevice pair constraints,  we  use  protocol  and
       interface constraints.

       Note that just like in the device version, there are six methods:

          void EnablePcapIpv4 (std::string prefix, Ptr<Ipv4> ipv4, uint32_t interface, bool explicitFilename = false);
          void EnablePcapIpv4 (std::string prefix, std::string ipv4Name, uint32_t interface, bool explicitFilename = false);
          void EnablePcapIpv4 (std::string prefix, Ipv4InterfaceContainer c);
          void EnablePcapIpv4 (std::string prefix, NodeContainer n);
          void EnablePcapIpv4 (std::string prefix, uint32_t nodeid, uint32_t interface, bool explicitFilename);
          void EnablePcapIpv4All (std::string prefix);

       You  are  encouraged  to  peruse the API Documentation for class PcapHelperForIpv4 to find the details of
       these methods; but to summarize …

       • You can enable PCAP tracing on a particular  protocol/interface  pair  by  providing  a  Ptr<Ipv4>  and
         interface to an EnablePcap method.  For example,

            Ptr<Ipv4> ipv4 = node->GetObject<Ipv4> ();
            ...
            helper.EnablePcapIpv4 ("prefix", ipv4, 0);

       • You  can  enable  PCAP  tracing  on  a  particular  node/net-device  pair  by  providing  a std::string
         representing an object name service string to an EnablePcap method.  The Ptr<Ipv4> is  looked  up  from
         the name string.  For example,

            Names::Add ("serverIPv4" ...);
            ...
            helper.EnablePcapIpv4 ("prefix", "serverIpv4", 1);

       • You   can   enable   PCAP  tracing  on  a  collection  of  protocol/interface  pairs  by  providing  an
         Ipv4InterfaceContainer.  For each Ipv4 / interface pair in the container the protocol type is  checked.
         For  each  protocol  of  the proper type (the same type as is managed by the device helper), tracing is
         enabled for the corresponding interface.  For example,

            NodeContainer nodes;
            ...
            NetDeviceContainer devices = deviceHelper.Install (nodes);
            ...
            Ipv4AddressHelper ipv4;
            ipv4.SetBase ("10.1.1.0", "255.255.255.0");
            Ipv4InterfaceContainer interfaces = ipv4.Assign (devices);
            ...
            helper.EnablePcapIpv4 ("prefix", interfaces);

       • You can enable PCAP tracing on a collection of protocol/interface pairs by providing  a  NodeContainer.
         For  each  Node  in  the  NodeContainer  the  appropriate  protocol  is  found.  For each protocol, its
         interfaces are enumerated and tracing is enabled on the resulting pairs.  For example,

            NodeContainer n;
            ...
            helper.EnablePcapIpv4 ("prefix", n);

       • You can enable PCAP tracing on the basis of Node ID and interface as well.  In this case,  the  node-id
         is  translated  to  a  Ptr<Node>  and the appropriate protocol is looked up in the node.  The resulting
         protocol and interface are used to specify the resulting trace source.

            helper.EnablePcapIpv4 ("prefix", 21, 1);

       • Finally, you can enable PCAP tracing for all interfaces in the system, with associated  protocol  being
         the same type as that managed by the device helper.

            helper.EnablePcapIpv4All ("prefix");

   Filenames
       Implicit  in  all  of  the method descriptions above is the construction of the complete filenames by the
       implementation method.  By convention, PCAP traces taken for devices in the ns-3 system are of  the  form
       “<prefix>-<node  id>-<device  id>.pcap”.   In  the  case  of  protocol  traces,  there  is  a  one-to-one
       correspondence between protocols and Nodes.  This is because protocol  Objects  are  aggregated  to  Node
       Objects.   Since  there  is no global protocol id in the system, we use the corresponding Node id in file
       naming.  Therefore there is a possibility for file name collisions in  automatically  chosen  trace  file
       names.  For this reason, the file name convention is changed for protocol traces.

       As  previously mentioned, every Node in the system will have a system-assigned Node id.  Since there is a
       one-to-one correspondence between protocol instances and  Node  instances  we  use  the  Node  id.   Each
       interface  has  an  interface  id  relative  to  its  protocol.   We  use the convention “<prefix>-n<node
       id>-i<interface id>.pcap” for trace file naming in protocol helpers.

       Therefore, by default, a PCAP trace file created as a result of enabling tracing on interface  1  of  the
       Ipv4 protocol of Node 21 using the prefix “prefix” would be “prefix-n21-i1.pcap”.

       You  can  always  use  the ns-3 object name service to make this more clear.  For example, if you use the
       object name service to assign the name “serverIpv4” to the Ptr<Ipv4> on Node 21, the resulting PCAP trace
       file name will automatically become, “prefix-nserverIpv4-i1.pcap”.

       Several of the methods have a  default  parameter  called  explicitFilename.   When  set  to  true,  this
       parameter  disables  the  automatic  filename  completion  mechanism and allows you to create an explicit
       filename.  This option is only available in the methods which take a  prefix  and  enable  tracing  on  a
       single device.

   ASCII
       The  behavior  of  the  ASCII  trace  helpers  is substantially similar to the PCAP case.  Take a look at
       src/network/helper/trace-helper.h if you want to follow the discussion while looking at real code.

       In this section we will be illustrating the methods as applied to the protocol Ipv4.  To  specify  traces
       in  similar  protocols,  just substitute the appropriate type.  For example, use a Ptr<Ipv6> instead of a
       Ptr<Ipv4> and call EnableAsciiIpv6 instead of EnableAsciiIpv4.

       The class AsciiTraceHelperForIpv4 adds the high level functionality for using ASCII tracing to a protocol
       helper.  Each protocol that enables these methods must implement a single virtual method  inherited  from
       this class.

          virtual void EnableAsciiIpv4Internal (Ptr<OutputStreamWrapper> stream,
                                                std::string prefix,
                                                Ptr<Ipv4> ipv4,
                                                uint32_t interface,
                                                bool explicitFilename) = 0;

       The  signature  of this method reflects the protocol- and interface-centric view of the situation at this
       level; and also the fact that the helper may be writing to a shared output stream.   All  of  the  public
       methods  inherited  from  class  PcapAndAsciiTraceHelperForIpv4  reduce  to  calling  this single device-
       dependent implementation method.  For example, the lowest level ASCII trace methods,

          void EnableAsciiIpv4 (std::string prefix, Ptr<Ipv4> ipv4, uint32_t interface, bool explicitFilename = false);
          void EnableAsciiIpv4 (Ptr<OutputStreamWrapper> stream, Ptr<Ipv4> ipv4, uint32_t interface);

       will call the device implementation of EnableAsciiIpv4Internal directly, providing either the  prefix  or
       the  stream.   All  other public ASCII tracing methods will build on these low-level functions to provide
       additional user-level functionality.  What this means to the user is  that  all  device  helpers  in  the
       system  will  have  all of the ASCII trace methods available; and these methods will all work in the same
       way across protocols if the protocols implement EnableAsciiIpv4Internal correctly.

   Methods
          void EnableAsciiIpv4 (std::string prefix, Ptr<Ipv4> ipv4, uint32_t interface, bool explicitFilename = false);
          void EnableAsciiIpv4 (Ptr<OutputStreamWrapper> stream, Ptr<Ipv4> ipv4, uint32_t interface);

          void EnableAsciiIpv4 (std::string prefix, std::string ipv4Name, uint32_t interface, bool explicitFilename = false);
          void EnableAsciiIpv4 (Ptr<OutputStreamWrapper> stream, std::string ipv4Name, uint32_t interface);

          void EnableAsciiIpv4 (std::string prefix, Ipv4InterfaceContainer c);
          void EnableAsciiIpv4 (Ptr<OutputStreamWrapper> stream, Ipv4InterfaceContainer c);

          void EnableAsciiIpv4 (std::string prefix, NodeContainer n);
          void EnableAsciiIpv4 (Ptr<OutputStreamWrapper> stream, NodeContainer n);

          void EnableAsciiIpv4All (std::string prefix);
          void EnableAsciiIpv4All (Ptr<OutputStreamWrapper> stream);

          void EnableAsciiIpv4 (std::string prefix, uint32_t nodeid, uint32_t deviceid, bool explicitFilename);
          void EnableAsciiIpv4 (Ptr<OutputStreamWrapper> stream, uint32_t nodeid, uint32_t interface);

       You are encouraged to peruse the API  Documentation  for  class  PcapAndAsciiHelperForIpv4  to  find  the
       details of these methods; but to summarize …

       • There  are  twice  as many methods available for ASCII tracing as there were for PCAP tracing.  This is
         because, in addition to the PCAP-style model where traces from each unique protocol/interface pair  are
         written  to  a  unique  file, we support a model in which trace information for many protocol/interface
         pairs is written to a common file.  This means  that  the  <prefix>-n<node  id>-<interface>  file  name
         generation  mechanism  is  replaced  by  a  mechanism  to refer to a common file; and the number of API
         methods is doubled to allow all combinations.

       • Just as in PCAP tracing, you can enable ASCII  tracing  on  a  particular  protocol/interface  pair  by
         providing a Ptr<Ipv4> and an interface to an EnableAscii method.  For example,

            Ptr<Ipv4> ipv4;
            ...
            helper.EnableAsciiIpv4 ("prefix", ipv4, 1);

         In this case, no trace contexts are written to the ASCII trace file since they would be redundant.  The
         system  will  pick  the  file name to be created using the same rules as described in the PCAP section,
         except that the file will have the suffix “.tr” instead of “.pcap”.

       • If you want to enable ASCII tracing on more than one interface and have all traces  sent  to  a  single
         file,  you can do that as well by using an object to refer to a single file.  We have already something
         similar to this in the “cwnd” example above:

            Ptr<Ipv4> protocol1 = node1->GetObject<Ipv4> ();
            Ptr<Ipv4> protocol2 = node2->GetObject<Ipv4> ();
            ...
            Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("trace-file-name.tr");
            ...
            helper.EnableAsciiIpv4 (stream, protocol1, 1);
            helper.EnableAsciiIpv4 (stream, protocol2, 1);

         In this case, trace contexts  are  written  to  the  ASCII  trace  file  since  they  are  required  to
         disambiguate  traces  from  the  two interfaces.  Note that since the user is completely specifying the
         file name, the string should include the “,tr” for consistency.

       • You can enable ASCII tracing on a particular protocol by providing a std::string representing an object
         name service string to an EnablePcap method.  The Ptr<Ipv4> is looked up from  the  name  string.   The
         <Node>  in  the  resulting  filenames  is  implicit  since there is a one-to-one correspondence between
         protocol instances and nodes, For example,

            Names::Add ("node1Ipv4" ...);
            Names::Add ("node2Ipv4" ...);
            ...
            helper.EnableAsciiIpv4 ("prefix", "node1Ipv4", 1);
            helper.EnableAsciiIpv4 ("prefix", "node2Ipv4", 1);

         This would result in two  files  named  “prefix-nnode1Ipv4-i1.tr”  and  “prefix-nnode2Ipv4-i1.tr”  with
         traces  for  each  interface  in the respective trace file.  Since all of the EnableAscii functions are
         overloaded to take a stream wrapper, you can use that form as well:

            Names::Add ("node1Ipv4" ...);
            Names::Add ("node2Ipv4" ...);
            ...
            Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("trace-file-name.tr");
            ...
            helper.EnableAsciiIpv4 (stream, "node1Ipv4", 1);
            helper.EnableAsciiIpv4 (stream, "node2Ipv4", 1);

         This would result in a single trace file called “trace-file-name.tr” that contains  all  of  the  trace
         events for both interfaces.  The events would be disambiguated by trace context strings.

       • You   can   enable  ASCII  tracing  on  a  collection  of  protocol/interface  pairs  by  providing  an
         Ipv4InterfaceContainer.  For each protocol of the proper type (the same  type  as  is  managed  by  the
         device  helper),  tracing  is  enabled  for the corresponding interface.  Again, the <Node> is implicit
         since there is a one-to-one correspondence between each protocol and its node.  For example,

            NodeContainer nodes;
            ...
            NetDeviceContainer devices = deviceHelper.Install (nodes);
            ...
            Ipv4AddressHelper ipv4;
            ipv4.SetBase ("10.1.1.0", "255.255.255.0");
            Ipv4InterfaceContainer interfaces = ipv4.Assign (devices);
            ...
            ...
            helper.EnableAsciiIpv4 ("prefix", interfaces);

         This would result in a  number  of  ASCII  trace  files  being  created,  each  of  which  follows  the
         <prefix>-n<node  id>-i<interface>.tr  convention.   Combining  all  of the traces into a single file is
         accomplished similarly to the examples above:

            NodeContainer nodes;
            ...
            NetDeviceContainer devices = deviceHelper.Install (nodes);
            ...
            Ipv4AddressHelper ipv4;
            ipv4.SetBase ("10.1.1.0", "255.255.255.0");
            Ipv4InterfaceContainer interfaces = ipv4.Assign (devices);
            ...
            Ptr<OutputStreamWrapper> stream = asciiTraceHelper.CreateFileStream ("trace-file-name.tr");
            ...
            helper.EnableAsciiIpv4 (stream, interfaces);

       • You can enable ASCII tracing on a collection of protocol/interface pairs by providing a  NodeContainer.
         For  each  Node  in  the  NodeContainer  the  appropriate  protocol  is  found.  For each protocol, its
         interfaces are enumerated and tracing is enabled on the resulting pairs.  For example,

            NodeContainer n;
            ...
            helper.EnableAsciiIpv4 ("prefix", n);

         This would result in a  number  of  ASCII  trace  files  being  created,  each  of  which  follows  the
         <prefix>-<node  id>-<device  id>.tr  convention.   Combining  all  of  the traces into a single file is
         accomplished similarly to the examples above.

       • You can enable ASCII tracing on the basis of Node ID and device ID as well.  In this case, the  node-id
         is  translated  to  a  Ptr<Node>  and the appropriate protocol is looked up in the node.  The resulting
         protocol and interface are used to specify the resulting trace source.

            helper.EnableAsciiIpv4 ("prefix", 21, 1);

         Of course, the traces can be combined into a single file as shown above.

       • Finally, you can enable ASCII tracing for all interfaces in the system, with associated protocol  being
         the same type as that managed by the device helper.

            helper.EnableAsciiIpv4All ("prefix");

         This would result in a number of ASCII trace files being created, one for every interface in the system
         related  to  a  protocol  of  the  type  managed  by  the  helper.   All of these files will follow the
         <prefix>-n<node id>-i<interface.tr convention.  Combining all of the  traces  into  a  single  file  is
         accomplished similarly to the examples above.

   Filenames
       Implicit  in  the prefix-style method descriptions above is the construction of the complete filenames by
       the  implementation  method.   By  convention,  ASCII  traces  in  the  ns-3  system  are  of  the   form
       “<prefix>-<node id>-<device id>.tr”

       As  previously mentioned, every Node in the system will have a system-assigned Node id.  Since there is a
       one-to-one correspondence between protocols and  nodes  we  use  to  node-id  to  identify  the  protocol
       identity.   Every  interface  on  a  given  protocol  will have an interface index (also called simply an
       interface) relative to its protocol.  By default, then, an ASCII  trace  file  created  as  a  result  of
       enabling  tracing on the first device of Node 21, using the prefix “prefix”, would be “prefix-n21-i1.tr”.
       Use the prefix to disambiguate multiple protocols per node.

       You can always use the ns-3 object name service to make this more clear.  For example,  if  you  use  the
       object  name  service  to  assign  the  name  “serverIpv4”  to  the protocol on Node 21, and also specify
       interface one, the resulting ASCII trace file name will automatically become, “prefix-nserverIpv4-1.tr”.

       Several of the methods have a  default  parameter  called  explicitFilename.   When  set  to  true,  this
       parameter  disables  the  automatic  filename  completion  mechanism and allows you to create an explicit
       filename.  This option is only available in the methods which take a  prefix  and  enable  tracing  on  a
       single device.

   Summary
       ns-3  includes  an  extremely rich environment allowing users at several levels to customize the kinds of
       information that can be extracted from simulations.

       There are high-level helper functions that allow users to simply control the  collection  of  pre-defined
       outputs to a fine granularity.  There are mid-level helper functions to allow more sophisticated users to
       customize  how information is extracted and saved; and there are low-level core functions to allow expert
       users to alter the system to present new and previously unexported information in  a  way  that  will  be
       immediately accessible to users at higher levels.

       This  is a very comprehensive system, and we realize that it is a lot to digest, especially for new users
       or those not intimately familiar with C++ and its idioms.  We do  consider  the  tracing  system  a  very
       important  part  of  ns-3  and so recommend becoming as familiar as possible with it.  It is probably the
       case that understanding the rest of the ns-3 system will be quite  simple  once  you  have  mastered  the
       tracing system

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
                        ┌──────────────────┬─────────────────┬─────────────────────────────────┐
                        │                  │                 │                                 │
--
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

       2006-2019

ns-3.35                                            1643791691                                   NS-3-TUTORIAL(1)