Professional Documents
Culture Documents
Multicast Extension
Multicast Extension
Broadcast message:
Unicast message :
Multicast message:
A large number of emerging applications, including Internet TV, online games, and
instance education, require support for broadcast or multicast, i.e., simultaneous
content delivery to a large number of receivers
1. Voluminous and Continuous: They demand high data rates and often have
a lower bound to ensure continuous playback. In general, a user expects to
start playing back audio/video objects before they are fully downloaded.
For this reason, they are commonly referred to as continuous media or
streaming media." انها تتطلب معدالت نقل عاليه للبيانات وغالبا ما تتطلب معدل نقل معين
"الستمراريه نقل البيانات
2. Real-Time and Interactive: They demand low startup delay and
synchronization between audio and video for “lip sync”. Interactive
applications such as video conferencing and multi-party online gaming
require two-way traffic, both of the same high demands." من الخواص المهه هي
"عملية المزامنه بين الصورت والصوره
3. Packet loss or error: a measure (in percentage) of the loss- or error rate of
the packetized data transmission. The packets can get lost due to network
congestion or garbled during transmission over the physical links. They may
also be delivered late or in the wrong order. Forreal-timemultimedia, re
transmissions often undesirable, and therefore alternative solutions like
forward error correction (FEC), interleaving, or error-resilient coding are to
be used. In general, for uncompressed audio/video, the desirable packet
loss is<10−2 (lose every hundredth packet, on average). When it
approaches 10%, it becomes intolerable. For compressed multimedia data,
the desirable packet loss is less than 10−7–10−8
4. Jitter (or delay jitter): A measure of smoothness (along time axis) of the
audio/video play back. Technically, jitter is related to the variance of
frame/packet delays, if you know what delay is, jitter is simply the difference in
packet delay. In other words, jitter is measuring time difference in packet inter-
arrival time.
Milliseconds (msec).For a good lip synchronization, the limit of sync skew is ±80
In practice, most networks use the following commonly defined PHB (per-hop
forwarding behaviors)
1. Default PHB, which is typically the best-effort service.
HTTP is a protocol that was originally designed for transmitting Web content, but
it also supports transmission of any file type.
HTTP is a “stateless” request / response protocol, in the sense that a client
typically opens a connection to the HTTP server, requests information, the server
responds, and the connection is terminated — no information is carried over for
the next request.
The Uniform Resource Identifier (URI) identifies the resource accessed, such as
the host name, always preceded by the token “http://” or “https://”.
Is designed for the transport of real-time data, such as audio and video streams.
As we have seen, networked multimedia applications have diverse characteristics
and demands; there are also tight interactions between the network and the
media. Hence, RTP’s design follows two key principles, namely application layer
framing, i.e., framing for media data should be performed properly by the
application layer , and integrated layer processing,
RTP usually runs on top of UDP, which provides an efficient (less reliable)
connectionless transport service. There are three main reasons for using UDP
instead of TCP.
3. The dramatic rate fluctuation in TCP is often not desirable for continuous media
*TCP is often not desirable for continuous media. TCP does not provide timing
information, which is critical for continuous media. Since UDP has no timing
information either, nor does it guarantee that the data packets arrive in the
original order (not to mention synchronization of multiple sources), RTP must
create its own time stamping and sequencing mechanisms to ensure the ordering.
RTP introduces the following additional parameters in the header of each
packet:
1. Payload type: indicates the media data type as well as its encoding scheme
(e.g., PCMaudio,MPEG1/2/4,H.263/264/265audio / video, …), so that the
receiver knows how to decode it.