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loaded with software developed expensively for that far less-common hardware environment. Software development costs fall for operating systems that are more widely deployed. This is because more companies build software development productivity tools for widely deployed hardware and software environments, such as the Wintel platform (an Intel microprocessor, in an IBM PC-compatible architecture, running the Microsoft Windows operating system) than for more custom and exotic hardware and software combinations. Also, more programmers know how to write for that platform than for a custom embedded system. Expect the television in your living room to be a computer one day. When it is, it will be able to render any compressed data stream delivered via any technology, be that today s digital television, a DVD, or an MPEG-4 stream served from a streaming media server.
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A streaming media player is really a piece of application software that binds to the network interface that delivers the streaming media data packets and the display and audio devices that will show the final program. All the player does is buffer the data packets, making sure they are in the correct order and then unpack the data packets, decompressing the digital payload. Then it paints the raw video and audio data to a display buffer (a piece of memory used by display drivers to draw objects to a computer screen) and sends the data to an audio digital-to-analog converter on a sound card. The player makes sure the data continues to stream from input to rendering devices. If continuity is interrupted the player takes corrective action, like pausing, repeating frames, painting a coarser picture, rendering a lower bandwidth audio signal, or rebuffering. Players may also request data to be resent. Unfortunately, most players can only try to recover once something has gone wrong. Few have schemes that inherently avoid playback disruption ahead of the problem. Most cannot guarantee to play video and audio without interruption and with a constant frame rate, under all network and PC loading conditions. For widespread consumer acceptance, player software must evolve to the point where the quality of viewer experience is at least as high as that of television. Motion cannot be jerky. Streams cannot stop or degrade. Most players are designed to be called from a Web page that is rendered in a Web browser (another piece of application software that can unpack Web-page data and draw it to the screen). Indeed, the difference
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between a Web browser and a streaming media player is only that the streaming media must keep things moving. Otherwise, both take data received from the Internet, decompress it, and render it for consumption by a user. Players often have a scripting interface that lets Web page designers control the behavior of the player from some script embedded in the Web page they serve. It has been common industry practice to give streaming media players away. The Microsoft Windows Media Player is available for free download to desktop PCs, palm-sized PCs, handheld PCs and pocket PCs, for example. The strategy has been to capture eyeballs, so that a user group valuable to advertisers can be aggregated. For this reason, vendors of streaming media player software have sought to differentiate their products by choosing their own compression schemes and by choosing the meaning of the data payloads. They have their own file and stream formats, so that one player cannot read and render streaming media data belonging to another. Each streaming media player vendor wants to be the only streaming media technology vendor, supplying the encoding technology and serving and transport technologies to an entire industry. The world is not so simple and monopolies are resisted until one commercial product is elected the de facto standard by the overall mass of users. Hence incompatibility between media streams and players is a necessary strategic position until one standard emerges.
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