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uses an algorithm called slow start. By now, anybody familiar with buffering delays before playback starts ought to be hearing alarm bells. Slow start works by sending data at an initial low data rate, gradually increasing the rate until the destination reports packet loss. In other words, deliver data at a trickle until you build up to a speed that breaks the connection and interrupts the flow of packets to the player. TCP achieves reliable data transfer by retransmitting lost packets. However, it cannot ensure that all resent packets will arrive at the client in time to be played as an uninterrupted media stream. With a streaming media server, in contrast, the media are not held on a Web server, but copied to a specialized media server (such as Microsoft s Windows Media Services). This need not be a separate piece of hardware. You can run a Web server (such as Microsoft s Internet Information Server) and a media server on the same computer, but they are often divided among different machines. In contrast to the passive burst method employed in Web-server streaming, with a media server the data is actively and intelligently sent to the client, meaning that the content is delivered at the exact data rate associated with the compressed audio and video streams. The server and the client stay in close touch during the delivery process and the streaming media server responds to feedback from the client. While media servers can choose to use the same HTTP/TCP protocols used by Web servers, they can also use protocols like UDP (User Datagram Protocol) to improve the streaming experience greatly. Unlike TCP, UDP is a fast, lightweight protocol without any retransmission or data rate-management functionality. This is good and bad. Fast and lightweight are desirable properties. The inability to recover lost data and to deal with variable data rate channels is not so good. However, UDP is a good choice of protocol for transmitting real-time audio and video data, which can tolerate some lost packets. When we say audio and video transmission can tolerate packet loss, this is only if we accept throwing some video frames away or if we allow audio to stutter. If we wish to maintain smooth motion and glitch-free audio, we need to be able to recover the data exactly from a lossy stream. This requires some redundancy in the transmission and probably some forward error correction coding. In early implementations of the Windows Media Services, data loss meant lost video frames or lost sections of audio. Data loss was tolerable only if you didn t care about presentation continuity or quality of user experience. A bonus with using UDP for streaming is that, because of the back-off policies implicit in the TCP protocol, UDP traffic gets higher priority
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than TCP traffic on the Internet. Instead of the blind retransmission scheme employed by TCP, streaming media servers like the Microsoft Windows Media Services use an intelligent retransmission scheme on top of UDP. Microsoft s UDP Resend feature ensures that the server only retransmits lost packets that can be sent to the client in time to get played. Those that can t, don t get resent and the player glitches. There is really only one major advantage to using a standard Web server to stream media: utilizing existing infrastructure. However, that also means subjecting that infrastructure to the added relatively heavy burden of streaming. Web servers like to deliver small things. Media streams are large. The advantages of a streaming media server are manifold. First, you make more efficient use of network throughput, since you know what the data rate is going to be, based on the headers of the compressed media file. Windows Media Server sends data to the client Windows Media Player only at the required bit rate and the network is never overdriven to the point of loss, at which time it becomes a traffic bottleneck. Because the server and player remain in contact throughout playback, the server can dynamically respond to client feedback. If network congestion occurs midway through playback, the server can decide to retain the audio quality, but lower the frame rate of the video stream to suit the bandwidth now available on the degraded network, for example. This is not possible with a simple Web server, since there is no feedback from the client player to the server. With a regular Web server streaming the media, if the network degrades, the client player stops and goes, causing the insidious rebuffering delays common to early (and let s face it, current) implementations of streaming media. Use of a specialized streaming media server also allows detailed reporting of streams played, VCR controls (seek, fast forward, rewind), live video delivery and delivery of multiple streams to the client. Windows Media Server also greatly improves performance by optimizing how media files are read from the disk, buffered in main memory, and streamed onto the network. This improves scalability, the number of users that can be served at once, by a factor or two or three over a Web server. Also, with a regular Web server, there is no way to prevent end-users from copying the local cached copy of the media file being played to their hard drives for later replay. With Windows Media Server, users can only stream data and are prevented from downloading the file directly to their hard disks without explicit permission of the copyright holder. As data packets are received over the network, they are delivered directly to the client application with no easy way for the enduser to intervene and make a copy.
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