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Streaming is the transmission of real-time data,
commonly audio and video, from a server to a client where
the client "plays" or decodes the data as it is
received. This differs from downloaded, data
which is played after being received in full.
Streaming lets the viewer sees the content immediately
after a short buffering period, which can be as little as
5-20 seconds. The buffer allows the player to
maintain continuous playback in the event of minor network
congestion: A
simple analogy is today's "shock-resistant"
portable CD players. These CD players store 3-5
seconds of a track from a CD in their memory, so if the
player gets bumped, it doesn't skip. Streaming
video works the same way. The player keeps a
buffer and if there is any network congestion (a
"bump") the player can keep playing without
stopping. A streaming video player stores more
in memory than the CD player because network congestion can
last several seconds.
With streaming video, you can offer video and audio over
the Internet or over a variety of local and wide-area
networks. Your streaming video can be a live
broadcast of an event or presentation, or 'on-demand'
playback of prerecorded video (a RealMedia file). (Note
that when the term Streaming Video is used, it generally
means audio and video combined. Streaming Audio
is just that, audio only.)
Now, a little about the Internet. Data on
the Internet is sent in packets, each one bearing the
address of the sender and the receiver. You have
probably seen these addresses and they read something like
this '4.21.232.113' (the address of this site). There
are many nodes on the Internet and they pass the message
from one to the other until it reaches its
destination. If you want to see the path that
your messages are traveling across the Internet to reach
this site, you can use the DOS command 'TRACERT
www.AllianceWWW.com'. You will receive a list of all
the nodes that your message passed through while coming to
the site.
The Internet is lossy, non-deterministic and
elastic. In plain English, this means that
packets may get lost, that packets may go by different
paths and that the system as a whole adjusts itself
continuously to local loading conditions. The
result is that the amount of time it takes one packet of
information to go from your machine to the host is not
necessarily the same as the time that will be taken by the
packet after it or that before it. If you receive the
message 'Net Congestion, Buffering', it means that
you do not have large enough buffers to compensate for the
uncertainties in Internet delivery. You can reduce
the incidence of the 'net congestion' message by changing
the buffering on your real player so that the buffers are
bigger. Then intermittent loss won't
bother the stream as much.
You can do this by going bringing up your RealPlayer,
positioning over it and clicking the right mouse
button. Select the menu option titled
'preferences', then select the tab labeled 'connection.' The section labeled 'buffered play' allows you to
change the amount of data that is stored during
streaming. If you make your buffers bigger,
streaming video will take a little longer to start playing
(because bigger buffers will have to be filled, which takes
longer), but the playback may be smoother. |