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How to Implement Network Coding in ns3

To implement network coding in ns3, we need to modify the packet processing at both the sender and receiver nodes. Network coding is a technique that combines multiple packets together for transmission and decoding the datas at their determined destination to improve the throughput and robustness of data transmission in networks. For best project performance results in Network Coding in ns3tool you can avail our help we give you best guidance.

Below given steps will guide on how to create a basic simulation of Network coding in ns3.

Step-by-Step Guide to Implement Network Coding in ns3

Step 1: Setup ns3 Environment

Make sure ns3 is installed on the system.

Step 2: Include Necessary Modules

Include the necessary ns3 modules in the script:

cpp

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#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”

#include “ns3/traffic-control-module.h”

#include “ns3/flow-monitor-module.h”

Step 3: Create the Simulation Script

  1. Setup Nodes and Network:

cpp

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using namespace ns3;

 

NS_LOG_COMPONENT_DEFINE (“NetworkCodingExample”);

 

class NetworkCodingApplication : public Application

{

public:

NetworkCodingApplication ();

virtual ~NetworkCodingApplication ();

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);

void HandleRead (Ptr<Socket> socket);

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;

std::vector<Ptr<Packet>> m_encodedPackets;

};

NetworkCodingApplication::NetworkCodingApplication ()

: m_socket (0),

m_peer (),

m_packetSize (0),

m_nPackets (0),

m_dataRate (0),

m_sendEvent (),

m_running (false),

m_packetsSent (0)

{

}

NetworkCodingApplication::~NetworkCodingApplication ()

{

m_socket = 0;

}

void

NetworkCodingApplication::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;

}

void

NetworkCodingApplication::StartApplication (void)

{

m_running = true;

m_packetsSent = 0;

m_socket->Bind ();

m_socket->Connect (m_peer);

m_socket->SetRecvCallback (MakeCallback (&NetworkCodingApplication::HandleRead, this));

SendPacket ();

}

void

NetworkCodingApplication::StopApplication (void)

{

m_running = false;

if (m_sendEvent.IsRunning ())

{

Simulator::Cancel (m_sendEvent);

}

if (m_socket)

{

m_socket->Close ();

}

}

void

NetworkCodingApplication::SendPacket (void)

{

Ptr<Packet> packet = Create<Packet> (m_packetSize);

m_encodedPackets.push_back(packet)

// Encode packets (simple XOR for illustration)

Ptr<Packet> encodedPacket = Create<Packet> (m_packetSize);

for (auto &p : m_encodedPackets)

{

encodedPacket->AddAtEnd(p);

}

m_socket->Send (encodedPacket);

 

if (++m_packetsSent < m_nPackets)

{

ScheduleTx ();

}

}

void

NetworkCodingApplication::ScheduleTx (void)

{

if (m_running)

{

Time tNext (Seconds (m_packetSize * 8 / static_cast<double> (m_dataRate.GetBitRate ())));

m_sendEvent = Simulator::Schedule (tNext, &NetworkCodingApplication::SendPacket, this);

}

}

void

NetworkCodingApplication::HandleRead (Ptr<Socket> socket)

{

Ptr<Packet> packet;

Address from;

while ((packet = socket->RecvFrom (from)))

{

NS_LOG_UNCOND (“Received ” << packet->GetSize () << ” bytes from ” << InetSocketAddress::ConvertFrom (from).GetIpv4 ());

// Decode packets (simple XOR for illustration)

for (auto &p : m_encodedPackets)

{

packet->AddAtEnd(p);

}

// Process the decoded packet

}

}

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

{

CommandLine cmd;

cmd.Parse (argc, argv);

// Create nodes

NodeContainer nodes;

nodes.Create (4);

// Create point-to-point links

PointToPointHelper pointToPoint;

pointToPoint.SetDeviceAttribute (“DataRate”, StringValue (“10Mbps”));

pointToPoint.SetChannelAttribute (“Delay”, StringValue (“2ms”));

NetDeviceContainer devices;

devices = pointToPoint.Install (NodeContainer (nodes.Get (0), nodes.Get (1))));

devices.Add (pointToPoint.Install (NodeContainer (nodes.Get (1), nodes.Get (2))));

devices.Add (pointToPoint.Install (NodeContainer (nodes.Get (2), nodes.Get (3))));

 

// Install Internet stack

InternetStackHelper stack;

stack.Install (nodes);

// Assign IP addresses

Ipv4AddressHelper address;

address.SetBase (“10.1.1.0”, “255.255.255.0”);

Ipv4InterfaceContainer interfaces = address.Assign (devices);

// Set up routing

Ipv4GlobalRoutingHelper::PopulateRoutingTables ();

// Set up applications

uint16_t port = 9;  // Discard port (RFC 863)

// Server application on node 3

Address serverAddress (InetSocketAddress (Ipv4Address::GetAny (), port));

PacketSinkHelper packetSinkHelper (“ns3::UdpSocketFactory”, serverAddress);

ApplicationContainer sinkApps = packetSinkHelper.Install (nodes.Get (3));

sinkApps.Start (Seconds (1.0));

sinkApps.Stop (Seconds (20.0));

// Client applications on nodes 0, 1, and 2

for (uint32_t i = 0; i < 3; ++i)

{

Ptr<Socket> source = Socket::CreateSocket (nodes.Get (i), UdpSocketFactory::GetTypeId ());

Address remoteAddress (InetSocketAddress (interfaces.GetAddress (3), port));

Ptr<NetworkCodingApplication> app = CreateObject<NetworkCodingApplication> ();

app->Setup (source, remoteAddress, 1024, 1000, DataRate (“1Mbps”));

nodes.Get (i)->AddApplication (app);

app->SetStartTime (Seconds (2.0));

app->SetStopTime (Seconds (20.0));

}

Simulator::Stop (Seconds (20.0));

Simulator::Run ();

Simulator::Destroy ();

return 0;

}

Explanation

  • Node Creation: Create nodes representing different devices in the network.
  • Point-to-Point Links: Configure point-to-point links between nodes with specified data rates and delays.
  • Internet Stack: Install the Internet stack on all nodes.
  • IP Configuration: Assign IP addresses to the interfaces.
  • Applications: Use NetworkCodingApplication to simulate the network coding behavior, where packets are encoded before transmission and decoded upon reception.

Step 4: Run the Simulation

Compile and run the simulation script:

sh

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./waf configure

./waf build

./waf –run NetworkCodingExample

Advanced Network Coding Techniques

  1. Advanced Encoding/Decoding:

Implement more sophisticated encoding and decoding algorithms, such as random linear network coding (RLNC).

  1. Dynamic Adaptation:

Adapt the encoding and decoding strategies based on network conditions, such as varying the redundancy based on packet loss rates.

  1. Performance Monitoring:

Use advanced monitoring tools to analyze the performance of the network coding protocol, including throughput, latency, and packet loss.

Finally, we all get to know how to implement the network coding in ns3, which involves creation of nodes, configuring point-to-point links, installing internet stack, and configuring IP Addresses for simulating the script in ns3.