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1. The principle of streaming media technology
The implementation of streaming requires buffering. Because the Internet uses packet transmission as the basis for intermittent asynchronous transmission, for a real-time A/V source or stored A/V file, they must be broken down into many packets during transmission. Since the network changes dynamically, each packet is selected. The route may be different, so the time delay to reach the client is also different, and even the first data packet may arrive later. For this reason, a caching system is used to compensate for the effects of delay and jitter, and to ensure the correct sequence of data packets, so that the media data can be output continuously without pauses in playback due to temporary network congestion. Usually the cache capacity is not large, because the cache uses a circular linked list structure to store data: by discarding the content that has been played, the stream can reuse the free cache space to cache the subsequent unplayed content.
The realization of streaming requires a suitable transmission protocol. Because TCP requires more overhead, it is not suitable for transmitting real-time data. In the implementation of streaming, HTTP/TCP is generally used to transmit control information, while RTP/UDP is used to transmit real-time sound data.
The process of streaming transmission is generally like this: After the user selects a streaming media service, the Web browser and the Web server use HTTP/TCP to exchange control information, so that the real-time data that needs to be transmitted can be retrieved from the original information; then the client The web browser on the machine starts the A/VHelper program, and uses HTTP to retrieve the relevant parameters from the Web server to initialize the Helper program. These parameters may include directory information, encoding type of A/V data, or server address related to A/V retrieval.
A/VHelper program and A/V server run real-time flow control protocol (RTSP) to exchange control information required for A/V transmission. Similar to the functions provided by CD players or VCRs, RTSP provides methods to manipulate commands such as play, fast forward, fast rewind, pause, and record. The A/V server uses the RTP/UDP protocol to transmit A/V data to the A/V client program (generally, the client program can be regarded as equivalent to the Helper program). Once the A/V data arrives at the client, the A/V client program can be played Output.
It should be noted that in streaming, two different communication protocols, RTP/UDP and RTSP/TCP, are used to establish contact with the A/V server in order to be able to redirect the output of the server to a different one from running A/VHelper. The destination address of the client where the program is located. Realization of streaming generally requires a dedicated server and player.
2. Streaming media playback method
1) Unicast
A separate data channel needs to be established between the client and the media server. Each data packet sent from a server can only be transmitted to one client. This transmission method is called unicast. Each user must send a separate query to the media server, and the media server must send a copy of the requested data packet to each user. This huge redundancy first causes a heavy burden on the server, which takes a long time to respond, and even stops playing; managers are also forced to purchase hardware and bandwidth to ensure a certain quality of service.
2) Multicast
IP multicast technology builds a network with multicast capabilities, allowing routers to copy data packets to multiple channels at once. Using multicast, a single server can send continuous data streams to hundreds of thousands of clients at the same time without delay. The media server only needs to send one information packet, not multiple; all requesting clients share the same information packet. Information can be sent to clients at any address, reducing the total amount of information packets transmitted on the network. The network utilization efficiency is greatly improved, and the cost is greatly reduced.
3) On-demand and broadcast
On-demand connection is an active connection between the client and the server. In the on-demand connection, the user initiates the client connection by selecting a content item. The user can start, stop, rewind, fast forward, or pause the stream. The on-demand connection provides the greatest control over the flow, but this method will quickly use up the network bandwidth because each client connects to the server individually.
Broadcasting refers to the passive reception of the stream by the user. During the broadcast, the client receives the stream, but cannot control the stream. For example, the user cannot pause, fast forward, or rewind the stream. In the broadcast mode, a single copy of the data packet will be sent to all users on the network. When using unicast transmission, multiple copies of the data packet need to be duplicated and sent to those users who need it in multiple point-to-point manners, while using broadcast transmission, a single copy of the data packet will be sent to all users on the network Regardless of whether the user needs it or not, the above two transmission methods are very wasteful of network bandwidth. Multicast absorbs the advantages of the above two transmission methods, overcomes the weaknesses of the above two transmission methods, and sends a single copy of the data packet to those customers who need it. Multicast does not copy multiple copies of data packets to the network, nor does it send data packets to those customers who do not need it, ensuring that multimedia applications on the network occupy the minimum bandwidth of the network.
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it.fmuser.org
fr.fmuser.org
de.fmuser.org
af.fmuser.org ->Afrikaans
sq.fmuser.org ->Albanian
ar.fmuser.org ->Arabic
hy.fmuser.org ->Armenian
az.fmuser.org ->Azerbaijani
eu.fmuser.org ->Basque
be.fmuser.org ->Belarusian
bg.fmuser.org ->Bulgarian
ca.fmuser.org ->Catalan
zh-CN.fmuser.org ->Chinese (Simplified)
zh-TW.fmuser.org ->Chinese (Traditional)
hr.fmuser.org ->Croatian
cs.fmuser.org ->Czech
da.fmuser.org ->Danish
nl.fmuser.org ->Dutch
et.fmuser.org ->Estonian
tl.fmuser.org ->Filipino
fi.fmuser.org ->Finnish
fr.fmuser.org ->French
gl.fmuser.org ->Galician
ka.fmuser.org ->Georgian
de.fmuser.org ->German
el.fmuser.org ->Greek
ht.fmuser.org ->Haitian Creole
iw.fmuser.org ->Hebrew
hi.fmuser.org ->Hindi
hu.fmuser.org ->Hungarian
is.fmuser.org ->Icelandic
id.fmuser.org ->Indonesian
ga.fmuser.org ->Irish
it.fmuser.org ->Italian
ja.fmuser.org ->Japanese
ko.fmuser.org ->Korean
lv.fmuser.org ->Latvian
lt.fmuser.org ->Lithuanian
mk.fmuser.org ->Macedonian
ms.fmuser.org ->Malay
mt.fmuser.org ->Maltese
no.fmuser.org ->Norwegian
fa.fmuser.org ->Persian
pl.fmuser.org ->Polish
pt.fmuser.org ->Portuguese
ro.fmuser.org ->Romanian
ru.fmuser.org ->Russian
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FMUSER Wirless Transmit Video And Audio More Easier !
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