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,
$ ./ns3 run scratch/myfirst
You should see the now familiar output of the first ns-3 example program
At time +2s client sent 1024 bytes to 10.1.1.2 port 9
At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
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 something similar to the following output:
UdpEchoClientApplication:UdpEchoClient(0xef90d0)
UdpEchoClientApplication:SetDataSize(0xef90d0, 1024)
UdpEchoClientApplication:StartApplication(0xef90d0)
UdpEchoClientApplication:ScheduleTransmit(0xef90d0, +0ns)
UdpEchoClientApplication:Send(0xef90d0)
At time +2s client sent 1024 bytes to 10.1.1.2 port 9
At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
UdpEchoClientApplication:HandleRead(0xef90d0, 0xee7b20)
At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
UdpEchoClientApplication:StopApplication(0xef90d0)
UdpEchoClientApplication:DoDispose(0xef90d0)
UdpEchoClientApplication:~UdpEchoClient(0xef90d0)
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.
UdpEchoClientApplication:UdpEchoClient(0xea8e50)
UdpEchoClientApplication:SetDataSize(0xea8e50, 1024)
UdpEchoClientApplication:StartApplication(0xea8e50)
UdpEchoClientApplication:ScheduleTransmit(0xea8e50, +0ns)
UdpEchoClientApplication:Send(0xea8e50)
UdpEchoClientApplication:Send(): At time +2s client sent 1024 bytes to 10.1.1.2 port 9
At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
UdpEchoClientApplication:HandleRead(0xea8e50, 0xea5b20)
UdpEchoClientApplication:HandleRead(): At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
UdpEchoClientApplication:StopApplication(0xea8e50)
UdpEchoClientApplication:DoDispose(0xea8e50)
UdpEchoClientApplication:~UdpEchoClient(0xea8e50)
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.
Also, in most log statements, you will see a hexadecimal value printed
such as 0xea8e50
; this is because most statements print out the value
of the C++ this
pointer, so that objects can be distinguished from
one another.
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.
UdpEchoServerApplication:UdpEchoServer(0x2101590)
UdpEchoClientApplication:UdpEchoClient(0x2101820)
UdpEchoClientApplication:SetDataSize(0x2101820, 1024)
UdpEchoServerApplication:StartApplication(0x2101590)
UdpEchoClientApplication:StartApplication(0x2101820)
UdpEchoClientApplication:ScheduleTransmit(0x2101820, +0ns)
UdpEchoClientApplication:Send(0x2101820)
UdpEchoClientApplication:Send(): At time +2s client sent 1024 bytes to 10.1.1.2 port 9
UdpEchoServerApplication:HandleRead(0x2101590, 0x2106240)
UdpEchoServerApplication:HandleRead(): At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
UdpEchoServerApplication:HandleRead(): Echoing packet
UdpEchoServerApplication:HandleRead(): At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
UdpEchoClientApplication:HandleRead(0x2101820, 0x21134b0)
UdpEchoClientApplication:HandleRead(): At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
UdpEchoClientApplication:StopApplication(0x2101820)
UdpEchoServerApplication:StopApplication(0x2101590)
UdpEchoClientApplication:DoDispose(0x2101820)
UdpEchoServerApplication:DoDispose(0x2101590)
UdpEchoClientApplication:~UdpEchoClient(0x2101820)
UdpEchoServerApplication:~UdpEchoServer(0x2101590)
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:
+0.000000000s UdpEchoServerApplication:UdpEchoServer(0x8edfc0)
+0.000000000s UdpEchoClientApplication:UdpEchoClient(0x8ee210)
+0.000000000s UdpEchoClientApplication:SetDataSize(0x8ee210, 1024)
+1.000000000s UdpEchoServerApplication:StartApplication(0x8edfc0)
+2.000000000s UdpEchoClientApplication:StartApplication(0x8ee210)
+2.000000000s UdpEchoClientApplication:ScheduleTransmit(0x8ee210, +0ns)
+2.000000000s UdpEchoClientApplication:Send(0x8ee210)
+2.000000000s UdpEchoClientApplication:Send(): At time +2s client sent 1024 bytes to 10.1.1.2 port 9
+2.003686400s UdpEchoServerApplication:HandleRead(0x8edfc0, 0x936770)
+2.003686400s UdpEchoServerApplication:HandleRead(): At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
+2.003686400s UdpEchoServerApplication:HandleRead(): Echoing packet
+2.003686400s UdpEchoServerApplication:HandleRead(): At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
+2.007372800s UdpEchoClientApplication:HandleRead(0x8ee210, 0x8f3140)
+2.007372800s UdpEchoClientApplication:HandleRead(): At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
+10.000000000s UdpEchoClientApplication:StopApplication(0x8ee210)
+10.000000000s UdpEchoServerApplication:StopApplication(0x8edfc0)
UdpEchoClientApplication:DoDispose(0x8ee210)
UdpEchoServerApplication:DoDispose(0x8edfc0)
UdpEchoClientApplication:~UdpEchoClient(0x8ee210)
UdpEchoServerApplication:~UdpEchoServer(0x8edfc0)
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/myfirst.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 thousands of 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,
$ ./ns3 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 ns3 and clear the NS_LOG
variable to turn
off the torrent of logging we previously enabled:
$ ./ns3
$ export NS_LOG=""
Now, if you run the script,
$ ./ns3 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,
Creating Topology
At time +2s client sent 1024 bytes to 10.1.1.2 port 9
At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
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,
$ ./ns3 run "scratch/myfirst --PrintHelp"
This will ask ns3 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,
myfirst [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.
--PrintVersion: Print the ns-3 version.
--PrintHelp: Print this help message.
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,
$ ./ns3 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 ns3 (./ns3
) 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,
+0.000000000s UdpEchoServerApplication:UdpEchoServer(0x20d0d10)
+1.000000000s UdpEchoServerApplication:StartApplication(0x20d0d10)
At time +2s client sent 1024 bytes to 10.1.1.2 port 9
+2.257324218s UdpEchoServerApplication:HandleRead(0x20d0d10, 0x20900b0)
+2.257324218s At time +2.25732s server received 1024 bytes from 10.1.1.1 port 49153
+2.257324218s Echoing packet
+2.257324218s At time +2.25732s server sent 1024 bytes to 10.1.1.1 port 49153
At time +2.51465s client received 1024 bytes from 10.1.1.2 port 9
+10.000000000s UdpEchoServerApplication:StopApplication(0x20d0d10)
UdpEchoServerApplication:DoDispose(0x20d0d10)
UdpEchoServerApplication:~UdpEchoServer(0x20d0d10)
Recall that the last time we looked at the simulation time at which the packet was received by the echo server, it was at 2.0073728 seconds.
+2.007372800s 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:
$ ./ns3 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:
$ ./ns3 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,
$ ./ns3 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:
+0.000000000s UdpEchoServerApplication:UdpEchoServer(0x1df20f0)
+1.000000000s UdpEchoServerApplication:StartApplication(0x1df20f0)
At time +2s client sent 1024 bytes to 10.1.1.2 port 9
+2.003686400s UdpEchoServerApplication:HandleRead(0x1df20f0, 0x1de0250)
+2.003686400s At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
+2.003686400s Echoing packet
+2.003686400s At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
+10.000000000s UdpEchoServerApplication:StopApplication(0x1df20f0)
UdpEchoServerApplication:DoDispose(0x1df20f0)
UdpEchoServerApplication:~UdpEchoServer(0x1df20f0)
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,
$ ./ns3 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:
$ ./ns3 run "scratch/myfirst --PrintHelp"
myfirst [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.
--PrintVersion: Print the ns-3 version.
--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:
./ns3 run "scratch/myfirst --PrintGroup=PointToPoint"
TypeIds in group PointToPoint:
ns3::PointToPointChannel
ns3::PointToPointNetDevice
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,
$ ./ns3 build
$ ./ns3 run "scratch/myfirst --PrintHelp"
[Program Options] [General Arguments]
Program Options:
--nPackets: Number of packets to echo [1]
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.
--PrintVersion: Print the ns-3 version.
--PrintHelp: Print this help message.
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,
$ ./ns3 run "scratch/myfirst --nPackets=2"
You should now see
+0.000000000s UdpEchoServerApplication:UdpEchoServer(0x836e50)
+1.000000000s UdpEchoServerApplication:StartApplication(0x836e50)
At time +2s client sent 1024 bytes to 10.1.1.2 port 9
+2.003686400s UdpEchoServerApplication:HandleRead(0x836e50, 0x8450c0)
+2.003686400s At time +2.00369s server received 1024 bytes from 10.1.1.1 port 49153
+2.003686400s Echoing packet
+2.003686400s At time +2.00369s server sent 1024 bytes to 10.1.1.1 port 49153
At time +2.00737s client received 1024 bytes from 10.1.1.2 port 9
At time +3s client sent 1024 bytes to 10.1.1.2 port 9
+3.003686400s UdpEchoServerApplication:HandleRead(0x836e50, 0x8450c0)
+3.003686400s At time +3.00369s server received 1024 bytes from 10.1.1.1 port 49153
+3.003686400s Echoing packet
+3.003686400s At time +3.00369s server sent 1024 bytes to 10.1.1.1 port 49153
At time +3.00737s client received 1024 bytes from 10.1.1.2 port 9
+10.000000000s UdpEchoServerApplication:StopApplication(0x836e50)
UdpEchoServerApplication:DoDispose(0x836e50)
UdpEchoServerApplication:~UdpEchoServer(0x836e50)
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:
$ ./ns3 run scratch/myfirst
Just as you have seen many times before, you will see some messages from ns3 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 ns3 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 ns3 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:
1+
22
3/NodeList/0/DeviceList/0/$ns3::PointToPointNetDevice/TxQueue/Enqueue
4ns3::PppHeader (
5 Point-to-Point Protocol: IP (0x0021))
6 ns3::Ipv4Header (
7 tos 0x0 ttl 64 id 0 protocol 17 offset 0 flags [none]
8 length: 1052 10.1.1.1 > 10.1.1.2)
9 ns3::UdpHeader (
10 length: 1032 49153 > 9)
11 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, $ns3::PointToPointNetDevice
tells you what kind of
device is in the zeroth position of the device list for node zero.
Recall that the operation +
found at reference 00 meant that an enqueue
operation happened on the transmit queue of the device. This is reflected in
the final segments of the “trace path” which are TxQueue/Enqueue
.
The remaining sections in the trace should be fairly intuitive. References 3-4 indicate that the packet is encapsulated in the point-to-point protocol. References 5-7 show that the packet has an IP version four header and has originated from IP address 10.1.1.1 and is destined for 10.1.1.2. References 8-9 show that this packet has a UDP header and, finally, reference 10 shows that the payload is the expected 1024 bytes.
The next line in the trace file shows the same packet being dequeued from the transmit queue on the same node.
The Third line in the trace file shows the packet being received by the net device on the node with the echo server. I have reproduced that event below.
1r
22.25732
3/NodeList/1/DeviceList/0/$ns3::PointToPointNetDevice/MacRx
4 ns3::Ipv4Header (
5 tos 0x0 ttl 64 id 0 protocol 17 offset 0 flags [none]
6 length: 1052 10.1.1.1 > 10.1.1.2)
7 ns3::UdpHeader (
8 length: 1032 49153 > 9)
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:
$ ./ns3 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.