SlideShare uma empresa Scribd logo
1 de 71
MULTIMEDIA NETWORKING
Presenters
1. NANKYA MARIAM

2013/HD05/496U

2. ASINGIRWE BARBARA KABWIGA

2013/HD05/475U

3. KYOMUHENDO SAMANTHA

2013/HD05/488U

4. THEMBO JIMMY

2013/HD05/467U
OVERVIEW
Introduction
Multimedia Networking Applications
Streaming Stored Video
Voice-Over-IP
Protocols for real-time Conversational Applications
Network Support for Multimedia

MULTIMEDIA NETWORKING

2
INTRODUCTION
Multimedia-Technology that enables humans to use computers
capable of processing textual data, audio and video, still pictures, and
animation.
Today, people not only use the internet to watch movies but also to
upload videos ( YouTube), make internet calls (Skype and Google
talk).
By the end of the decade and with emerging technologies like 4G
and Wi-Fi access, Internet will not only provide phone service for
less money, but will also provide numerous value-added services,
such as video conferencing, online directory services, and voice
messaging
MULTIMEDIA NETWORKING

3
Multimedia Networking Applications
Multimedia network application is any network application that
employs audio or video.
To Understand Internet Multimedia applications, first we look at the
characteristics (Properties) of video & audio.
Properties of Video
 Video has high bit rate (100Kbps for low-quality video conferencing to 3Mps
HD Movies)
 Video can be compressed, Compression can be used to create different
versions of a video with each having different video quality so users can
choose whichever version they can watch according to their available
bandwidth.
MULTIMEDIA NETWORKING

4
Properties of Audio
Basic encoding technique of converting analog audio into digital audio is called pulse
code modulation (PCM)
Examples of Sampling Rates
 Speech encoding (uses PCM) ;8000 samples per second and 8 bits per sample
 Audio compact disk (also uses PCM) ; 44,100 samples per second and 16 bits per
sample
PCM encoded speech not commonly used on the internet so compression techniques are
used to lower bit rates of audio streams
 MP3 is a compression technique and the encoders can compress rates most
commonly to 128 kbps
Note that digital audio has lower bandwidth compared to video although users are more
sensitive to audio malfunctions than video.
MULTIMEDIA NETWORKING

5
TYPES OF MULTIMEDIA NETWORK
APPLICATIONS
Multimedia applications are classified into three broad categories:
Streaming Stored Video/Audio
◦Underlying medium is prerecorded video, such as a movie or a prerecorded
user generated video (on YouTube).
◦These are stored on servers, and users send requests to the servers to view the
videos
Features of stored streaming video
 Streaming
 Interactivity
 Continuous Playout

MULTIMEDIA NETWORKING

6
Conversational Voice/Video Over IP
Real-time conversational voice over the Internet commonly known as internet
telephony (VoIP)
Video conversational systems allow users to create conferences with three or
more participants. Conversational voice and video are widely used in the Internet
today, Skype, QQ, and Google Talk
Two Important Application service requirement for CVVOIP
 Timing Considerations
Audio and video conversational applications are highly delay-sensitive
 Tolerance of Data loss
Conversational multimedia applications are loss-tolerant occasional loss only
causes occasional glitches in audio/video playback, and these losses can
often be partially or fully concealed
MULTIMEDIA NETWORKING

7
Streaming Live Audio &
Video
Similar to traditional broadcast radio and television, except that transmission
takes place over the Internet such as a live sporting event or news
Because the event is live, delay can also be an issue, although the timing
constraints are much less stringent than those for conversational voice
Delays of up to ten seconds or so from when the user chooses to view a live
transmission to when playout begins can be tolerated

MULTIMEDIA NETWORKING

8
Streaming Stored Video
For streaming video applications, prerecorded videos are placed on servers, and
users send requests to these servers to view the videos on demand.
User may watch the video from beginning to end without interruption, may stop
watching the video well before it ends, or interact with the video by pausing or
repositioning to a future or past scene
Streaming systems can be categorized as:

 UDP Streaming
 HTTP Streaming
 Adaptive HTTP Streaming

MULTIMEDIA NETWORKING

9
Cumulative data

Streaming Stored Video

1. video
recorded (e.g., 30
frames/sec)

2. video
sent
network delay
(fixed in this
example)

3. video received,
played out at client
(30 frames/sec)

time

streaming: at this time, client
playing out early part of video,
while server still sending later
part of video
MULTIMEDIA NETWORKING

10
Streaming Stored Video: Challenges




Continuous Playout constraint: once client Playout begins, playback must
match original timing
 … but network delays are variable (jitter), so will need client-side buffer
to match Playout requirements
Other challenges:
 Client interactivity: pause, fast-forward, rewind, jump through video
 Video packets may be lost, retransmitted

MULTIMEDIA NETWORKING

11
Client-side Buffering, Playout
Buffer fill level, Q(t)

Playout rate,
e.g., CBR r

Variable fill
rate, x(t)
Client application
buffer, size B

Video Server

Client

1. Initial fill of buffer until Playout begins
2. Playout begins a
3. Buffer fill level varies over time as fill rate x(t) varies and playout rate r
is constant
MULTIMEDIA NETWORKING

12
Client-side Buffering, Playout
buffer fill level, Q(t)

playout rate,
e.g., CBR r

variable fill
rate, x(t)
client application
buffer, size B

video server

Playout buffering: average fill rate (x), playout rate (r):
x < r: buffer eventually empties (causing freezing of video playout until buffer
again fills)
x > r: buffer will not empty, provided initial playout delay is large enough to absorb
variability in x(t)
 Initial playout delay tradeoff: buffer starvation less likely with larger delay, but
larger delay until user begins watching
MULTIMEDIA NETWORKING

13
Advantages of client-Side Buffering
Client side buffering can absorb variations in server-to-client delays;
particular piece of video data is delayed, as long as it arrives before the
reserve of received-but-not yet played video is exhausted, this long delay
will not be noticed.
If the server-to-client bandwidth briefly drops below the video
consumption rate, a user can continue to enjoy continuous playback, as
long as the client application buffer does not become completely drained.

MULTIMEDIA NETWORKING

14
UDP Streaming
UDP streaming, ..Server transmits video at a rate that matches the client’s video
consumption rate by clocking out the video chunks over UDP at a steady rate.
Drawbacks of UDP Streaming
Its unpredictable and varying amount of available bandwidth between server and
client, constant-rate UDP streaming can fail to provide continuous playout
It requires a media control server, such as an RTSP server, to process client-toserver interactivity requests and to track client state
 Third drawback is that many firewalls are configured to block UDP traffic,
preventing the users behind these firewalls from receiving UDP video

MULTIMEDIA NETWORKING

15
Streaming Multimedia: HTTP
Multimedia file retrieved via HTTP GET
Send at maximum possible rate under TCP
variable rate,
x(t)
Video
file

TCP send buffer

TCP receive
buffer

Server

Application playout
buffer

Client

Fill rate fluctuates due to TCP congestion control, retransmissions (in-order
delivery)
Larger playout delay: smooth TCP delivery rate
HTTP/TCP passes more easily through firewalls and NATS
MULTIMEDIA NETWORKING

16
Streaming Multimedia: DASH
DASH: Dynamic, Adaptive Streaming over HTTP
Server:
 Divides video file into multiple chunks
 Each chunk stored, encoded at different rates
 Manifest file: provides URLs for different chunks
Client:
 Periodically measures server-to-client bandwidth
 Consulting manifest, requests one chunk at a time
◦Chooses maximum coding rate sustainable given current bandwidth
◦Can choose different coding rates at different points in time (depending on
available bandwidth at time)
MULTIMEDIA NETWORKING

17
DASH Cont.……………
DASH: Dynamic, Adaptive Streaming over HTTP
“intelligence” at client: client determines
◦When to request chunk (so that buffer starvation, or overflow does
not occur)
◦What encoding rate to request (higher quality when more bandwidth
available)
◦Where to request chunk (can request from URL server that is “close”
to client or has high available bandwidth)

MULTIMEDIA NETWORKING

18
Content Distribution Networks (CDN)
Challenge: How to stream content (selected from millions of videos) to hundreds
of thousands of simultaneous and distributed users?
Option 1: Build single, large “Mega-Server”
Drawbacks
◦Single point of failure
◦Point of network congestion
◦Long path to distant clients
◦Multiple copies of video sent over outgoing link
This solution: Use of Content Distribution Networks (CDNs)

MULTIMEDIA NETWORKING

18
Content Distribution Networks
Challenge: How to stream content (selected from millions of videos) to hundreds of
thousands of simultaneous users?
Option 2: Store/Serve multiple copies of videos at multiple geographically
distributed sites (CDN)
Enter deep: Push CDN servers deep into many access networks
◦Close to users
◦Used by Akamai, 1700 locations
Bring home: smaller number (10’s) of larger clusters in POPs near (but not within)
access networks
◦Used by Limelight

MULTIMEDIA NETWORKING

20
CDN Cont.……………
CDN manages servers in multiple geographically distributed
locations.
Stores copies of the videos (and other types of Web content,
documents, images, and audio).
 Direct each user request to a CDN location that will provide
the best user experience.

MULTIMEDIA NETWORKING

21
CDN: Simple Operation
Bob (client) requests video http://netcinema.com/6Y7B23V
Video stored in CDN at http://KingCDN.com/NetC6y&B23V
1. Bob gets URL for for video
http://netcinema.com/6Y7B23V
from netcinema.com
web page
2

1
6. request video from
KINGCDN server,
streamed via HTTP

netcinema.com

netcinema’s
authorative DNS

2. resolve http://netcinema.com/6Y7B23V
via Bob’s local DNS
5

3. netcinema’s DNS returns URL
http://KingCDN.com/NetC6y&B23V
3

4

4&5. Resolve
http://KingCDN.com/NetC6y&B23
via KingCDN’s authoritative DNS,
which returns IP address of KIingCDN
server with video

KingCDN
authoritative DNS

KingCDN.com
MULTIMEDIA NETWORKING
CDN Cluster Selection Strategy
Challenge: how does CDN DNS select “good” CDN node to stream to client
◦Pick CDN node geographically closest to client
◦Pick CDN node with shortest delay (or min # hops) to client (CDN nodes
periodically ping access ISPs, reporting results to CDN DNS)
◦IP anycast
Alternative: Let client decide - give client a list of several CDN servers
◦Client pings servers, picks “best”
◦Netflix approach

MULTIMEDIA NETWORKING

23
Case study: Netflix
30% downstream US traffic in 2011
owns very little infrastructure, uses 3rd party services:
 own registration, payment servers
 Amazon (3rd party) cloud services:
◦Netflix uploads studio master to Amazon cloud
◦create multiple version of movie (different endodings) in cloud
◦Upload versions from cloud to CDNs
◦Cloud hosts Netflix web pages for user browsing
 Three 3rd party CDNs host/stream Netflix content: Akamai, Limelight, Level-3

MULTIMEDIA NETWORKING

24
Case Study: Netflix
upload copies of multiple
versions of video to CDNs

Amazon cloud

Netflix registration,
accounting servers
2. Bob browses
Netflix video

2

3. Manifest file
returned for
requested video

Akamai CDN

Limelight CDN

3

1
1. Bob manages
account

Netflix
4. DASH streaming

MULTIMEDIA NETWORKING

Level-3 CDN

25
Voice-Over-IP
Involves taking analog audio signals and converting them into digital data
which can be transmitted over the Internet.
 Voice telephony over the internet
Example: the sender generates bytes at a rate of 8,000 bytes per second; every
20 msecs the sender gathers these bytes into a chunk. A chunk and a special
header are encapsulated in a UDP segment.
 UDP segment is sent every 20 msecs.
When each packet manages to get to the receiver with a continuous end-to-end
delay, then packets arrive at the receiver occasionally every 20 msecs.
 Receiver plays back each chunk as it is received
Problem: some packets get lost and don’t have the same end-to-end delay
MULTIMEDIA NETWORKING

26
LIMITATIONS OF VoIP: PACKET LOSS
The UDP segment is encapsulated in an IP datagram.
While datagram moves through network, it goes through router buffers as it
waits for transmission on outbound links.
 Problem: One or more of the buffers in the path from sender to receiver may
be full therefore arriving IP datagram may be discarded (not arrive to receiver)
This loss can be removed by using TCP rather than UDP
 Problem: This retransmission increases end-to-end delay
 Upside: Loss of packets between 1 and 20 can be tolerated depending on how
loss is obscured at receiver and voice encoding

MULTIMEDIA NETWORKING

27
END-TO-END DELAY
Accumulation of transmission, processing, and queuing delays in routers;
propagation delays in links; and end-system processing delays.
For real-time conversational applications, end-to-end delays;
 Under 150 msecs are not known to a human listener (good)
 Between 150 and 400 msecs can be acceptable though not good (bad)
 Above 400 msecs can be problematic in voice conversations. (really bad)
Packets delayed for a very long time may be effectively lost by receiver

MULTIMEDIA NETWORKING

28
PACKET JITTER
During end-to-end delays there are varying queuing delays that a packet faces in the network’s
routers. As a result of these delays, the time between sending and receiving a packet can fluctuate
from packet to packet which is referred to as packet jitter.
Difference between the two consecutive packets may be more or less than 20msec
Once jitters are ignored by receivers and chunks are played out as they come, then the audio
quality can become meaningless to the receiver.
 Upside: jitters can be removed by using sequence numbers, timestamps, and a playout delay

MULTIMEDIA NETWORKING

29
REMOVING JITTERS: FIXED PLAYOUT
DELAY
Receiver attempts to play out each chunk exactly q msecs after the chunk is
generated.
Chunk is timestamped at the sender at time t
Receiver plays out the chunk at time t + q, if chunk has arrived by stipulated
time.
Packets that arrive late are lost.
Variation of q
 Large q: less packet loss
 Small q: Better conversational experience
 q much smaller than 400msec: high packet loss
MULTIMEDIA NETWORKING

30
ADAPTIVE PLAYOUT DELAY
With large initial playout delays, most packets will make their deadlines hence there will be
slight loss;
 Problem: in conversational services such as VoIP, long delays may become annoying and
intolerable so playout delay should be minimized so as to decrease the loss percentage.
So as to address the above problem, there should be an estimate of the network delay and
the variance of the network delay.
Sender’s silent periods should be condensed and elongated
So as to estimate the network delay; the algorithm below is used by the receiver
di = (1 – u) di–1 + u (ri – ti)
Average
network delay
after ith packet

fixed
constant, e.g.
0.1

time received time sent
(timestamp)
end-to-end delay of ith packet
MULTIMEDIA NETWORKING

31
RECOVERING FROM PACKET LOSS
Retransmitting lost packets may not be practical in a real-time conversational application such as VoIP and
may not easily be accomplished on time for the conversation to remain understandable.
VoIP applications use forward error correction (FEC) and interleaving to anticipate loss.
FEC
 Add redundant information to original packet stream which is used to reconstruct exact or approximate
version of lost packet.
Simple FEC
 when a group on n chunks are sent, add redundant encoded chunk by exclusive OR-ing the n original
chunks
If a packet from a group of n + 1 packets is lost, the receiver is able reconstruct the lost packet.
 Problem: If two or more packets in a group are lost, the receiver cannot reconstruct the lost packets.
Transmission rate will be increased by a factor of 1/n if n + 1 group size is small.
Play out delay increased because receiver has to wait for the whole group of packets to begin play out
MULTIMEDIA NETWORKING

32
RECOVERING FROM PACKET LOSS
Another mechanism under FEC
 send a lower-resolution audio stream as the redundant information.
For example
 Stream PCM encoding at 64 kbps (nominal stream) with low resolution audio, a GSM
encoding at 13kbps)
sender creates the nth packet when it takes nth chunk from the nominal stream and appends it to
the (n – 1)st redundant chunk (low bit rate)
Receiver conceals loss by playing out low bit rate chunk if nonconsecutive packet loss occurs.
Low bit rate chunks give less quality than nominal chunks.

MULTIMEDIA NETWORKING

33
RECOVERING FROM PACKET LOSS
Interleaving
Before transmission, sender breaks down the audio parts and separates packets by a certain
distance in stream.
 This lowers the effects of packet loss because loss of packet results in smaller gaps in the
reconstructed stream compared to if the gaps is large
Error concealment
 Produce replacement for lost packet that is similar to the original
 Works because audio signals are usually almost the same in short term.
 Works for small loss rates (less than 15 percent) and for small packets (4–40 msecs).
Packet repetition can also be used for recovery from packet loss where lost packets are replaced
with copies that arrive immediately before loss.

MULTIMEDIA NETWORKING

34
VoIP APPLICATION: SKYPE
It’s a proprietary application
 control and media packets are encrypted

Sends audio and video packets over UDP but control packets are sent over TCP as well as
media packets once UDP streams are blocked by firewalls.
Uses FEC for packet loss recovery (voice and video streams) sent over UDP.
Uses P2P where peers communicate with each other in real time.
 Important for also determining user location

Peers are organized into a hierarchical overlay network (super peer or an ordinary peer).
Keeps an index that maps Skype usernames to current IP addresses (and port numbers)
 Index is distributed over the super peers.

MULTIMEDIA NETWORKING

35
MULTIMEDIA NETWORKING
PROTOCOLS
There are some protocols that are used to support real time traffic over the
internet. The following named protocols will be discussed:
RTP (Real Time Protocol)
RTCP (Real Time Control Protocol)
SIP (Session Initiation protocol)
RTSP (Real Time Streaming Protocol)
MULTIMEDIA NETWORKING

36
RTP
This protocol is used for real time data transport, in this case video and audio.
It specifies a standard packet format for delivering audio and video over IP
networks.
The Audio-Video Transport Working Group of the
Internet Engineering Task Force (IETF) developed RTP and was first published
in 1996 as RFC 1889 but this was later superseded by RFC 3550 in 2003.

MULTIMEDIA NETWORKING

37
RTP PROTOCOL COMPONENTS
The following information is needed to send streaming data:
 Timestamps (for synchronization),
 Sequence numbers (for packet loss and reordering detection)
 The payload format which indicates the encoded format of the data.
 Frame Indication (this marks the beginning and end of each frame).
 Source identification (identifies the originator of the frame)

MULTIMEDIA NETWORKING

38
RTP runs on UDP Cont’d

MULTIMEDIA NETWORKING

39
RTP Header Fields (Optional)

MULTIMEDIA NETWORKING

40
RTP – Time Stamp, Sequence Number and
Source Identifier
Sequence number field.
 The sequence number field is 16 bits long. The sequence number increments
by one for each RTP packet sent, and may be used by the
Timestamp field.
 The timestamp field is 32 bits long. It reflects the sampling instant of the first
byte in the RTP data packet.
 Timestamp clock rate for video is 90,000 Hz and the timestamp clock rate for
audio 8000 Hz.
 Synchronization source identifier (SSRC).
 The SSRC field is 32 bits long. It identifies the source of the RTP stream.
Typically, each stream in an RTP session has a distinct SSRC.

MULTIMEDIA NETWORKING

41
Why RTP can not use TCP
TCP forces the receiver application to wait for retransmission(s) in case of
packet loss, which causes large delays.
TCP cannot support multicast.
 TCP headers are larger than a UDP header (40 bytes for TCP compared to 8
bytes for UDP).
TCP doesn’t contain the necessary timestamp and encoding information needed
by the receiving application.

MULTIMEDIA NETWORKING

42
RTCP – Real Time Control Protocol
RTP is a protocol that provides basic transport layer for real time applications but does
not provide any mechanism for error and flow control, congestion control, quality
feedback and synchronization. For that purpose the RTCP is added as a companion to
RTP to provide end-to-end monitoring and data delivery, and QoS.
RTCP is responsible for three main functions:
 Feedback on performance of the application and the network
 Correlation and synchronization of different media streams generated by the same sender (e.g.
combined audio and video)
 The way to convey the identity of sender for display on a user interface
MULTIMEDIA NETWORKING

43
RTCP Components
 Quality of

service (QoS)

 Feedback: Includes the numbers of lost packets, round-trip time, and jitter, so
that the sources can adjust their data rates accordingly;
Session control: uses the RTCP BYE packet to allow participants to indicate
that they are leaving a session;
Identification, which includes a participant's name, e-mail address, and
telephone number for the information of other participants; I
Intermedia synchronization, which enables the synchronization of separately
transmitted audio and video streams.

MULTIMEDIA NETWORKING

44
SIP – Session Initiation Protocol
SIP is a text-based transaction protocol similar to HTTP. It uses commands
(called methods) and responses.
This lightweight protocol provides mechanisms that make it possible to make
calls over an IP network.
Peer-to-peer application protocol transported via UDP or TCP
Designed to establish, modify and terminate stateful multimedia
communication sessions/conferences/instant messaging …)

MULTIMEDIA NETWORKING

45
SIP Commands
SIP Responses

MULTIMEDIA NETWORKING

46
Setting up a call to a known IP Address

MULTIMEDIA NETWORKING

47
SIP Cont’d
User Agent
 User agent client (end-device, calling party)
 User agent server (end-device, called party)
SIP Proxy Server
 An intermediary entity that acts as both a server and a client for the purpose of
making requests on behalf of other clients. A proxy server primarily plays the
role of routing, which means its job is to ensure that a request is sent to another
entity "closer" to the targeted user.
SIP Registrar
 Maintains user’s whereabouts in location database (location service). It is a
server that accepts REGISTER requests and places the information it receives
in those requests into the location service for the domain it handles.
MULTIMEDIA NETWORKING

48
RTSP – Real Time Streaming Protocol
This is protocol is used to enhance control in streaming media servers in the
entertainment and communications industry.
It provides “network remote control”.
RTSP messages are sent out of band over port 544
Works with unicast and multicast
RTSP doesn’t mandate encapsulation. Can be proprietary over UDP or TCP, or
RTP (preferred)
Clients of media servers issue VCR-like commands, such as play and pause, to
facilitate real-time control of playback of media files from the server.

MULTIMEDIA NETWORKING

49
RTSP – Cont’d

MULTIMEDIA NETWORKING

50
Network Support for Multimedia
Observed how application-level mechanisms are used by multimedia
applications to improve multimedia performance.
Also learned how content distribution networks and P2P overlay networks
provide a system-level approach for delivering multimedia content.
Such techniques and approaches are all designed to be used in today’s besteffort Internet.
Internet provides only a single, best-effort class of service.

MULTIMEDIA NETWORKING

51
Network Support for Multimedia
There are three approaches
 Making the best of best-effort service.
 Differentiated service.
 Per-connection Quality-of-Service (QoS) Guarantees.

MULTIMEDIA NETWORKING

52
Dimensioning Best-Effort Networks
Approaches to improving the quality of networked multimedia
Provide enough link capacity throughout the network
 Such that network congestion, and its consequent packet delay and loss never occur
 No queuing delay or loss.

Drawbacks:
 Bandwidth Provisioning.
o How much capacity to provide at network links

 Network Dimensioning
o How to design a network topology

MULTIMEDIA NETWORKING

53
Providing Enough Capacity
Issues to be addressed in order to predict application-level performance between two
network end points;
 Models of traffic demand between network end points.
 Well-defined performance requirements.
 Models to predict end-to-end performance for a given workload model, and
techniques to find a minimal cost bandwidth allocation that will result in all user
requirements being met.

MULTIMEDIA NETWORKING

54
Providing Multiple Classes of Service
Simplest development to the one-size-fits-all best-effort service model is;
 To divide traffic into classes,
 Provide different levels of service to these different classes of traffic.

motivating scenarios.
H1

H2

H3

R1

R1 output
interface
queue

R2

1.5 Mbps link

MULTIMEDIA NETWORKING

H4

55
Scenario 1: mixed HTTP and VoIP
Example: 1Mbps VoIP, HTTP share 1.5 Mbps link.
 HTTP bursts can congest router, cause audio loss
 In the best-effort Internet-transmitted in a first-in-first-out (FIFO) order
 How should we solve this potential problem?
 want to give priority to audio over HTTP
R1

R2

Insight 1: Packet marking allows a router to distinguish among packets belonging to different classes of traffic .
MULTIMEDIA NETWORKING

56
Scenario 1: Mixed HTTP and VoIP
Suppose: Router is configured to give priority to packets marked as belonging to the 1 Mbps audio
application.
What happens if the audio application starts sending packets at a rate of 1.5 Mbps or higher?
Similarly; If multiple applications (for example, multiple audio calls), were sharing the link’s bandwidth;
they too could collectively starve the FTP session.
Ideally; Need a degree of isolation among classes of traffic so that one class of traffic can be protected from
the other.

Insight 2: It is desirable to provide a degree of traffic isolation among classes so that one class is not
adversely affected by another class of traffic that misbehaves.

MULTIMEDIA NETWORKING

57
Traffic isolation Mechanisms
Traffic policing
 Policing mechanism ensures that these criteria are indeed observed.
 Policed application misbehaves-policing mechanism takes some action.
 Traffic entering the network conforms to the criteria.
Marking & Policing - network edge
1 Mbps
phone

R1

R2
1.5 Mbps link

packet marking and policing
MULTIMEDIA NETWORKING

58
Traffic isolation Mechanisms; Cont.
Link-level packet-scheduling
 Explicitly allocate a fixed amount of link bandwidth to each class
A class only uses the amount of bandwidth that has been allocated
Wastes bandwidth

1 Mbps
phone

1 Mbps logical link

R1

R2
1.5 Mbps link

0.5 Mbps logical link

Insight 3: While providing isolation among classes or flows, it is desirable to use resources (for example, link
bandwidth and buffers) as efficiently as possible.
MULTIMEDIA NETWORKING

59
Scheduling Mechanisms
Link-scheduling discipline is the manner in which queued packets are selected for transmission on the link.
First-In-First-Out (FIFO)
o Packets are send in order of arrival to queue.
 Packet-discarding policy:
 If there is not space for the arriving packets, determines whether;
o the packet will be dropped (lost) - tail drop
o other packets will be removed from the queue to make space for the arriving packet
◦ priority: drop/remove on priority basis
◦ random: drop/remove randomly
packet
arrivals

queue
(waiting area)

link
(server)

MULTIMEDIA NETWORKING

packet
departures

60
Scheduling Mechanisms: cont.
Priority Queuing
 Packets arriving at the output link are classified into priority classes at the output queue.
 Packet’s priority depends:
o Explicit marking ,destination IP address or destination port number.

 Each priority class typically has its own queue.
 Choosing a packet to transmit, from the highest priority class
 The choice among packets in the same priority class is typically done in a FIFO manner
2

high priority queue
(waiting area)

1

5

4

3

arrivals
arrivals

departures
packet in
service
classify
low priority queue
(waiting area)

link
(server)

1

4

2

3

5

departures

1
MULTIMEDIA NETWORKING

3

2

4

5
61
Scheduling Mechanisms: Cont.
Round Robin
 Packets are sorted into classes as with priority queuing.
 Round Robin scheduler alternates service among the classes.
 A work-conserving queuing discipline will never allow the link to remain idle whenever there are packets (of
any class) queued for transmission.
2
1

5

4

3

arrivals
packet in
service

1

2

3

4

5

departures

1

3

3

4
MULTIMEDIA NETWORKING

5
62
Scheduling Mechanisms: cont.

MULTIMEDIA NETWORKING

63
Policing Mechanisms -The Leaky Bucket

MULTIMEDIA NETWORKING

64
The Leaky Bucket - Implementation
Before a packet is transmitted into the network, it must first remove a token from the token
bucket.
If the token bucket is empty, the packet must wait for a token.
The maximum burst size for a leaky-bucket policed flow is b packets.
The token generation rate is r
The maximum number of packets that can enter the network of any interval of time of length t
is rt + b.

MULTIMEDIA NETWORKING

65
Diffserv
Provides service differentiation
The ability to handle different classes of traffic in different ways within the Internet in a
scalable manner.
Need for scalability arises from:
 The fact that millions of simultaneous source-destination traffic flows may be present at a
backbone router.
The Diffserv architecture consists of two sets of functional elements:
Edge functions: packet classification and traffic conditioning.
At the incoming edge of the network arriving packets are marked.
Marks packets as in-profile and out-profile

Core function: forwarding.
DS-marked packet arrives at a Diffserv MULTIMEDIA NETWORKING
capable router,

66
Diffserv Architecture
 The packet is forwarded onto its next hop according to the per-hop behavior (PHB) associated
with that packet’s class.
 Buffering and scheduling based on marking at edge.
 Preference given to in-profile packets over out-of-profile packets

MULTIMEDIA NETWORKING

67
PHB - Per-Hop Behavior
Key component of the Diffserv architecture
PHB is a description of the externally observable forwarding behavior of a Diffserv node applied to a particular Diffserv
behavior aggregate”
Important considerations embedded within:
 A PHB can result in different classes of traffic receiving different performance/behaviors
 It does not mandate any particular mechanism for achieving these behaviors.
 Differences in performance must be observable and hence measurable.
Two PHBs have been defined:
Expedited forwarding
• PHB specifies that the departure rate of a class of traffic from a router must equal or exceed a configured rate.
Assured forwarding
• Divides traffic into four classes, where each AF class is guaranteed to be provided with some minimum amount of
bandwidth and buffering.
MULTIMEDIA NETWORKING

68
Per-Connection (QoS) Guarantees

1 Mbps
phone
1 Mbps
phone

R1

R2

1.5 Mbps link

MULTIMEDIA NETWORKING

69
Per-Connection (QoS) Guarantees: Cont.
If a call is to be guaranteed a given quality of service once it begins, The Network
mechanisms and protocols needed are:
Resource reservation. Process to guarantee that a call will have the resources
(link bandwidth, buffers) needed to meet its desired QoS is to explicitly allocate
those resources to the call.
Call admission. If resources are to be reserved, then the network must have a
mechanism for calls to request and reserve resources.
Call setup signaling. The call admission process described requires that a call be
able to reserve sufficient resources at each and every network router on its sourceto-destination path to ensure that its end-to-end QoS requirement is met.

MULTIMEDIA NETWORKING

70
The End
THANK YOU FOR LISTENING

MULTIMEDIA NETWORKING

71

Mais conteúdo relacionado

Mais procurados

Multimedia data and file format
Multimedia data and file formatMultimedia data and file format
Multimedia data and file formatNiketa Jain
 
Data Compression (Lossy and Lossless)
Data Compression (Lossy and Lossless)Data Compression (Lossy and Lossless)
Data Compression (Lossy and Lossless)Project Student
 
Multimedia basic video compression techniques
Multimedia basic video compression techniquesMultimedia basic video compression techniques
Multimedia basic video compression techniquesMazin Alwaaly
 
Multimedia Planning
Multimedia PlanningMultimedia Planning
Multimedia Planninglunkyo
 
Levels of Virtualization.docx
Levels of Virtualization.docxLevels of Virtualization.docx
Levels of Virtualization.docxkumari36
 
Communications is distributed systems
Communications is distributed systemsCommunications is distributed systems
Communications is distributed systemsSHATHAN
 
Multimedia & Its Applications
Multimedia & Its Applications Multimedia & Its Applications
Multimedia & Its Applications cpjcollege
 
Data compression techniques
Data compression techniquesData compression techniques
Data compression techniquesDeep Bhatt
 
Database Security And Authentication
Database Security And AuthenticationDatabase Security And Authentication
Database Security And AuthenticationSudeb Das
 
Chapter 10 designing and producing Multimedia
Chapter 10 designing and producing MultimediaChapter 10 designing and producing Multimedia
Chapter 10 designing and producing MultimediaShehryar Ahmad
 
Chapter 5 - Data Compression
Chapter 5 - Data CompressionChapter 5 - Data Compression
Chapter 5 - Data CompressionPratik Pradhan
 

Mais procurados (20)

Multimedia data and file format
Multimedia data and file formatMultimedia data and file format
Multimedia data and file format
 
Naming in Distributed System
Naming in Distributed SystemNaming in Distributed System
Naming in Distributed System
 
Raspberry Pi
Raspberry PiRaspberry Pi
Raspberry Pi
 
Data Compression (Lossy and Lossless)
Data Compression (Lossy and Lossless)Data Compression (Lossy and Lossless)
Data Compression (Lossy and Lossless)
 
Multimedia
MultimediaMultimedia
Multimedia
 
Multimedia basic video compression techniques
Multimedia basic video compression techniquesMultimedia basic video compression techniques
Multimedia basic video compression techniques
 
Digital Audio in Multimedia
Digital Audio in MultimediaDigital Audio in Multimedia
Digital Audio in Multimedia
 
Multimedia Planning
Multimedia PlanningMultimedia Planning
Multimedia Planning
 
Levels of Virtualization.docx
Levels of Virtualization.docxLevels of Virtualization.docx
Levels of Virtualization.docx
 
Communications is distributed systems
Communications is distributed systemsCommunications is distributed systems
Communications is distributed systems
 
JPEG
JPEGJPEG
JPEG
 
Multimedia & Its Applications
Multimedia & Its Applications Multimedia & Its Applications
Multimedia & Its Applications
 
Data compression techniques
Data compression techniquesData compression techniques
Data compression techniques
 
Multimedia database
Multimedia databaseMultimedia database
Multimedia database
 
TCP and UDP
TCP and UDP TCP and UDP
TCP and UDP
 
Database Security And Authentication
Database Security And AuthenticationDatabase Security And Authentication
Database Security And Authentication
 
Distributed Operating System_1
Distributed Operating System_1Distributed Operating System_1
Distributed Operating System_1
 
Chapter 10 designing and producing Multimedia
Chapter 10 designing and producing MultimediaChapter 10 designing and producing Multimedia
Chapter 10 designing and producing Multimedia
 
Chapter 5 - Data Compression
Chapter 5 - Data CompressionChapter 5 - Data Compression
Chapter 5 - Data Compression
 
Multimedia chapter 5
Multimedia chapter 5Multimedia chapter 5
Multimedia chapter 5
 

Semelhante a Multimedia networking

Chapter7 multimedia
Chapter7 multimediaChapter7 multimedia
Chapter7 multimediaKhánh Ghẻ
 
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...IJCNCJournal
 
BP503 IBM Connect 2014
BP503 IBM Connect 2014BP503 IBM Connect 2014
BP503 IBM Connect 2014Peter Lurie
 
Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...
Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...
Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...ijwmn
 
Mis Presentation Quest
Mis Presentation  QuestMis Presentation  Quest
Mis Presentation QuestDevdut Saha
 
Mis presentation -quest
Mis presentation -questMis presentation -quest
Mis presentation -questabhirup1985
 
IPTV Workshop FDB104
IPTV Workshop FDB104IPTV Workshop FDB104
IPTV Workshop FDB104James Uren
 
WiZE Streaming Vs Downloading
WiZE  Streaming Vs DownloadingWiZE  Streaming Vs Downloading
WiZE Streaming Vs Downloadingmaharastaman
 
E03502023027
E03502023027E03502023027
E03502023027theijes
 
Accessible Video in The Enterprise
Accessible Video in The Enterprise Accessible Video in The Enterprise
Accessible Video in The Enterprise John Foliot
 
Video Streaming
Video StreamingVideo Streaming
Video StreamingVideoguy
 
Монетизация сетевой инфраструктуры
Монетизация сетевой инфраструктурыМонетизация сетевой инфраструктуры
Монетизация сетевой инфраструктурыBAKOTECH
 
Optimal Streaming Protocol for VoD Using Clients' Residual Bandwidth
Optimal Streaming Protocol for VoD Using Clients' Residual BandwidthOptimal Streaming Protocol for VoD Using Clients' Residual Bandwidth
Optimal Streaming Protocol for VoD Using Clients' Residual BandwidthIDES Editor
 
Paper id 28201439
Paper id 28201439Paper id 28201439
Paper id 28201439IJRAT
 
Building Cloud-ready Video Transcoding System for Content Delivery Networks (...
Building Cloud-ready Video Transcoding System for Content Delivery Networks (...Building Cloud-ready Video Transcoding System for Content Delivery Networks (...
Building Cloud-ready Video Transcoding System for Content Delivery Networks (...Zhenyun Zhuang
 
Live multimedia streaming and video on demand issues and challenges
Live multimedia streaming and video on demand issues and challengesLive multimedia streaming and video on demand issues and challenges
Live multimedia streaming and video on demand issues and challengeseSAT Journals
 

Semelhante a Multimedia networking (20)

Chapter7 multimedia
Chapter7 multimediaChapter7 multimedia
Chapter7 multimedia
 
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...
 
Beyond the MCU
Beyond the MCUBeyond the MCU
Beyond the MCU
 
BP503 IBM Connect 2014
BP503 IBM Connect 2014BP503 IBM Connect 2014
BP503 IBM Connect 2014
 
Computer Networking
Computer NetworkingComputer Networking
Computer Networking
 
Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...
Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...
Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand Sy...
 
Mis Presentation Quest
Mis Presentation  QuestMis Presentation  Quest
Mis Presentation Quest
 
Mis presentation -quest
Mis presentation -questMis presentation -quest
Mis presentation -quest
 
Dos presentation by ahlam shakeel
Dos presentation by ahlam shakeelDos presentation by ahlam shakeel
Dos presentation by ahlam shakeel
 
IPTV Workshop FDB104
IPTV Workshop FDB104IPTV Workshop FDB104
IPTV Workshop FDB104
 
WiZE Streaming Vs Downloading
WiZE  Streaming Vs DownloadingWiZE  Streaming Vs Downloading
WiZE Streaming Vs Downloading
 
E03502023027
E03502023027E03502023027
E03502023027
 
Accessible Video in The Enterprise
Accessible Video in The Enterprise Accessible Video in The Enterprise
Accessible Video in The Enterprise
 
Video Streaming
Video StreamingVideo Streaming
Video Streaming
 
Монетизация сетевой инфраструктуры
Монетизация сетевой инфраструктурыМонетизация сетевой инфраструктуры
Монетизация сетевой инфраструктуры
 
Optimal Streaming Protocol for VoD Using Clients' Residual Bandwidth
Optimal Streaming Protocol for VoD Using Clients' Residual BandwidthOptimal Streaming Protocol for VoD Using Clients' Residual Bandwidth
Optimal Streaming Protocol for VoD Using Clients' Residual Bandwidth
 
Paper id 28201439
Paper id 28201439Paper id 28201439
Paper id 28201439
 
Building Cloud-ready Video Transcoding System for Content Delivery Networks (...
Building Cloud-ready Video Transcoding System for Content Delivery Networks (...Building Cloud-ready Video Transcoding System for Content Delivery Networks (...
Building Cloud-ready Video Transcoding System for Content Delivery Networks (...
 
Ijcatr04051003
Ijcatr04051003Ijcatr04051003
Ijcatr04051003
 
Live multimedia streaming and video on demand issues and challenges
Live multimedia streaming and video on demand issues and challengesLive multimedia streaming and video on demand issues and challenges
Live multimedia streaming and video on demand issues and challenges
 

Último

How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.Curtis Poe
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024Lorenzo Miniero
 
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxThe Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxLoriGlavin3
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxLoriGlavin3
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rick Flair
 
SALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICESSALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICESmohitsingh558521
 
Time Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directionsTime Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directionsNathaniel Shimoni
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxhariprasad279825
 
Generative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersGenerative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersRaghuram Pandurangan
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
Sample pptx for embedding into website for demo
Sample pptx for embedding into website for demoSample pptx for embedding into website for demo
Sample pptx for embedding into website for demoHarshalMandlekar2
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfAlex Barbosa Coqueiro
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Mark Simos
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024Stephanie Beckett
 
DevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsSergiu Bodiu
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Manik S Magar
 
From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .Alan Dix
 

Último (20)

How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024
 
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxThe Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptx
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...
 
SALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICESSALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICES
 
Time Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directionsTime Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directions
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptx
 
Generative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersGenerative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information Developers
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
Sample pptx for embedding into website for demo
Sample pptx for embedding into website for demoSample pptx for embedding into website for demo
Sample pptx for embedding into website for demo
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdf
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024
 
DevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platforms
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!
 
From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .
 

Multimedia networking

  • 1. MULTIMEDIA NETWORKING Presenters 1. NANKYA MARIAM 2013/HD05/496U 2. ASINGIRWE BARBARA KABWIGA 2013/HD05/475U 3. KYOMUHENDO SAMANTHA 2013/HD05/488U 4. THEMBO JIMMY 2013/HD05/467U
  • 2. OVERVIEW Introduction Multimedia Networking Applications Streaming Stored Video Voice-Over-IP Protocols for real-time Conversational Applications Network Support for Multimedia MULTIMEDIA NETWORKING 2
  • 3. INTRODUCTION Multimedia-Technology that enables humans to use computers capable of processing textual data, audio and video, still pictures, and animation. Today, people not only use the internet to watch movies but also to upload videos ( YouTube), make internet calls (Skype and Google talk). By the end of the decade and with emerging technologies like 4G and Wi-Fi access, Internet will not only provide phone service for less money, but will also provide numerous value-added services, such as video conferencing, online directory services, and voice messaging MULTIMEDIA NETWORKING 3
  • 4. Multimedia Networking Applications Multimedia network application is any network application that employs audio or video. To Understand Internet Multimedia applications, first we look at the characteristics (Properties) of video & audio. Properties of Video  Video has high bit rate (100Kbps for low-quality video conferencing to 3Mps HD Movies)  Video can be compressed, Compression can be used to create different versions of a video with each having different video quality so users can choose whichever version they can watch according to their available bandwidth. MULTIMEDIA NETWORKING 4
  • 5. Properties of Audio Basic encoding technique of converting analog audio into digital audio is called pulse code modulation (PCM) Examples of Sampling Rates  Speech encoding (uses PCM) ;8000 samples per second and 8 bits per sample  Audio compact disk (also uses PCM) ; 44,100 samples per second and 16 bits per sample PCM encoded speech not commonly used on the internet so compression techniques are used to lower bit rates of audio streams  MP3 is a compression technique and the encoders can compress rates most commonly to 128 kbps Note that digital audio has lower bandwidth compared to video although users are more sensitive to audio malfunctions than video. MULTIMEDIA NETWORKING 5
  • 6. TYPES OF MULTIMEDIA NETWORK APPLICATIONS Multimedia applications are classified into three broad categories: Streaming Stored Video/Audio ◦Underlying medium is prerecorded video, such as a movie or a prerecorded user generated video (on YouTube). ◦These are stored on servers, and users send requests to the servers to view the videos Features of stored streaming video  Streaming  Interactivity  Continuous Playout MULTIMEDIA NETWORKING 6
  • 7. Conversational Voice/Video Over IP Real-time conversational voice over the Internet commonly known as internet telephony (VoIP) Video conversational systems allow users to create conferences with three or more participants. Conversational voice and video are widely used in the Internet today, Skype, QQ, and Google Talk Two Important Application service requirement for CVVOIP  Timing Considerations Audio and video conversational applications are highly delay-sensitive  Tolerance of Data loss Conversational multimedia applications are loss-tolerant occasional loss only causes occasional glitches in audio/video playback, and these losses can often be partially or fully concealed MULTIMEDIA NETWORKING 7
  • 8. Streaming Live Audio & Video Similar to traditional broadcast radio and television, except that transmission takes place over the Internet such as a live sporting event or news Because the event is live, delay can also be an issue, although the timing constraints are much less stringent than those for conversational voice Delays of up to ten seconds or so from when the user chooses to view a live transmission to when playout begins can be tolerated MULTIMEDIA NETWORKING 8
  • 9. Streaming Stored Video For streaming video applications, prerecorded videos are placed on servers, and users send requests to these servers to view the videos on demand. User may watch the video from beginning to end without interruption, may stop watching the video well before it ends, or interact with the video by pausing or repositioning to a future or past scene Streaming systems can be categorized as:  UDP Streaming  HTTP Streaming  Adaptive HTTP Streaming MULTIMEDIA NETWORKING 9
  • 10. Cumulative data Streaming Stored Video 1. video recorded (e.g., 30 frames/sec) 2. video sent network delay (fixed in this example) 3. video received, played out at client (30 frames/sec) time streaming: at this time, client playing out early part of video, while server still sending later part of video MULTIMEDIA NETWORKING 10
  • 11. Streaming Stored Video: Challenges   Continuous Playout constraint: once client Playout begins, playback must match original timing  … but network delays are variable (jitter), so will need client-side buffer to match Playout requirements Other challenges:  Client interactivity: pause, fast-forward, rewind, jump through video  Video packets may be lost, retransmitted MULTIMEDIA NETWORKING 11
  • 12. Client-side Buffering, Playout Buffer fill level, Q(t) Playout rate, e.g., CBR r Variable fill rate, x(t) Client application buffer, size B Video Server Client 1. Initial fill of buffer until Playout begins 2. Playout begins a 3. Buffer fill level varies over time as fill rate x(t) varies and playout rate r is constant MULTIMEDIA NETWORKING 12
  • 13. Client-side Buffering, Playout buffer fill level, Q(t) playout rate, e.g., CBR r variable fill rate, x(t) client application buffer, size B video server Playout buffering: average fill rate (x), playout rate (r): x < r: buffer eventually empties (causing freezing of video playout until buffer again fills) x > r: buffer will not empty, provided initial playout delay is large enough to absorb variability in x(t)  Initial playout delay tradeoff: buffer starvation less likely with larger delay, but larger delay until user begins watching MULTIMEDIA NETWORKING 13
  • 14. Advantages of client-Side Buffering Client side buffering can absorb variations in server-to-client delays; particular piece of video data is delayed, as long as it arrives before the reserve of received-but-not yet played video is exhausted, this long delay will not be noticed. If the server-to-client bandwidth briefly drops below the video consumption rate, a user can continue to enjoy continuous playback, as long as the client application buffer does not become completely drained. MULTIMEDIA NETWORKING 14
  • 15. UDP Streaming UDP streaming, ..Server transmits video at a rate that matches the client’s video consumption rate by clocking out the video chunks over UDP at a steady rate. Drawbacks of UDP Streaming Its unpredictable and varying amount of available bandwidth between server and client, constant-rate UDP streaming can fail to provide continuous playout It requires a media control server, such as an RTSP server, to process client-toserver interactivity requests and to track client state  Third drawback is that many firewalls are configured to block UDP traffic, preventing the users behind these firewalls from receiving UDP video MULTIMEDIA NETWORKING 15
  • 16. Streaming Multimedia: HTTP Multimedia file retrieved via HTTP GET Send at maximum possible rate under TCP variable rate, x(t) Video file TCP send buffer TCP receive buffer Server Application playout buffer Client Fill rate fluctuates due to TCP congestion control, retransmissions (in-order delivery) Larger playout delay: smooth TCP delivery rate HTTP/TCP passes more easily through firewalls and NATS MULTIMEDIA NETWORKING 16
  • 17. Streaming Multimedia: DASH DASH: Dynamic, Adaptive Streaming over HTTP Server:  Divides video file into multiple chunks  Each chunk stored, encoded at different rates  Manifest file: provides URLs for different chunks Client:  Periodically measures server-to-client bandwidth  Consulting manifest, requests one chunk at a time ◦Chooses maximum coding rate sustainable given current bandwidth ◦Can choose different coding rates at different points in time (depending on available bandwidth at time) MULTIMEDIA NETWORKING 17
  • 18. DASH Cont.…………… DASH: Dynamic, Adaptive Streaming over HTTP “intelligence” at client: client determines ◦When to request chunk (so that buffer starvation, or overflow does not occur) ◦What encoding rate to request (higher quality when more bandwidth available) ◦Where to request chunk (can request from URL server that is “close” to client or has high available bandwidth) MULTIMEDIA NETWORKING 18
  • 19. Content Distribution Networks (CDN) Challenge: How to stream content (selected from millions of videos) to hundreds of thousands of simultaneous and distributed users? Option 1: Build single, large “Mega-Server” Drawbacks ◦Single point of failure ◦Point of network congestion ◦Long path to distant clients ◦Multiple copies of video sent over outgoing link This solution: Use of Content Distribution Networks (CDNs) MULTIMEDIA NETWORKING 18
  • 20. Content Distribution Networks Challenge: How to stream content (selected from millions of videos) to hundreds of thousands of simultaneous users? Option 2: Store/Serve multiple copies of videos at multiple geographically distributed sites (CDN) Enter deep: Push CDN servers deep into many access networks ◦Close to users ◦Used by Akamai, 1700 locations Bring home: smaller number (10’s) of larger clusters in POPs near (but not within) access networks ◦Used by Limelight MULTIMEDIA NETWORKING 20
  • 21. CDN Cont.…………… CDN manages servers in multiple geographically distributed locations. Stores copies of the videos (and other types of Web content, documents, images, and audio).  Direct each user request to a CDN location that will provide the best user experience. MULTIMEDIA NETWORKING 21
  • 22. CDN: Simple Operation Bob (client) requests video http://netcinema.com/6Y7B23V Video stored in CDN at http://KingCDN.com/NetC6y&B23V 1. Bob gets URL for for video http://netcinema.com/6Y7B23V from netcinema.com web page 2 1 6. request video from KINGCDN server, streamed via HTTP netcinema.com netcinema’s authorative DNS 2. resolve http://netcinema.com/6Y7B23V via Bob’s local DNS 5 3. netcinema’s DNS returns URL http://KingCDN.com/NetC6y&B23V 3 4 4&5. Resolve http://KingCDN.com/NetC6y&B23 via KingCDN’s authoritative DNS, which returns IP address of KIingCDN server with video KingCDN authoritative DNS KingCDN.com MULTIMEDIA NETWORKING
  • 23. CDN Cluster Selection Strategy Challenge: how does CDN DNS select “good” CDN node to stream to client ◦Pick CDN node geographically closest to client ◦Pick CDN node with shortest delay (or min # hops) to client (CDN nodes periodically ping access ISPs, reporting results to CDN DNS) ◦IP anycast Alternative: Let client decide - give client a list of several CDN servers ◦Client pings servers, picks “best” ◦Netflix approach MULTIMEDIA NETWORKING 23
  • 24. Case study: Netflix 30% downstream US traffic in 2011 owns very little infrastructure, uses 3rd party services:  own registration, payment servers  Amazon (3rd party) cloud services: ◦Netflix uploads studio master to Amazon cloud ◦create multiple version of movie (different endodings) in cloud ◦Upload versions from cloud to CDNs ◦Cloud hosts Netflix web pages for user browsing  Three 3rd party CDNs host/stream Netflix content: Akamai, Limelight, Level-3 MULTIMEDIA NETWORKING 24
  • 25. Case Study: Netflix upload copies of multiple versions of video to CDNs Amazon cloud Netflix registration, accounting servers 2. Bob browses Netflix video 2 3. Manifest file returned for requested video Akamai CDN Limelight CDN 3 1 1. Bob manages account Netflix 4. DASH streaming MULTIMEDIA NETWORKING Level-3 CDN 25
  • 26. Voice-Over-IP Involves taking analog audio signals and converting them into digital data which can be transmitted over the Internet.  Voice telephony over the internet Example: the sender generates bytes at a rate of 8,000 bytes per second; every 20 msecs the sender gathers these bytes into a chunk. A chunk and a special header are encapsulated in a UDP segment.  UDP segment is sent every 20 msecs. When each packet manages to get to the receiver with a continuous end-to-end delay, then packets arrive at the receiver occasionally every 20 msecs.  Receiver plays back each chunk as it is received Problem: some packets get lost and don’t have the same end-to-end delay MULTIMEDIA NETWORKING 26
  • 27. LIMITATIONS OF VoIP: PACKET LOSS The UDP segment is encapsulated in an IP datagram. While datagram moves through network, it goes through router buffers as it waits for transmission on outbound links.  Problem: One or more of the buffers in the path from sender to receiver may be full therefore arriving IP datagram may be discarded (not arrive to receiver) This loss can be removed by using TCP rather than UDP  Problem: This retransmission increases end-to-end delay  Upside: Loss of packets between 1 and 20 can be tolerated depending on how loss is obscured at receiver and voice encoding MULTIMEDIA NETWORKING 27
  • 28. END-TO-END DELAY Accumulation of transmission, processing, and queuing delays in routers; propagation delays in links; and end-system processing delays. For real-time conversational applications, end-to-end delays;  Under 150 msecs are not known to a human listener (good)  Between 150 and 400 msecs can be acceptable though not good (bad)  Above 400 msecs can be problematic in voice conversations. (really bad) Packets delayed for a very long time may be effectively lost by receiver MULTIMEDIA NETWORKING 28
  • 29. PACKET JITTER During end-to-end delays there are varying queuing delays that a packet faces in the network’s routers. As a result of these delays, the time between sending and receiving a packet can fluctuate from packet to packet which is referred to as packet jitter. Difference between the two consecutive packets may be more or less than 20msec Once jitters are ignored by receivers and chunks are played out as they come, then the audio quality can become meaningless to the receiver.  Upside: jitters can be removed by using sequence numbers, timestamps, and a playout delay MULTIMEDIA NETWORKING 29
  • 30. REMOVING JITTERS: FIXED PLAYOUT DELAY Receiver attempts to play out each chunk exactly q msecs after the chunk is generated. Chunk is timestamped at the sender at time t Receiver plays out the chunk at time t + q, if chunk has arrived by stipulated time. Packets that arrive late are lost. Variation of q  Large q: less packet loss  Small q: Better conversational experience  q much smaller than 400msec: high packet loss MULTIMEDIA NETWORKING 30
  • 31. ADAPTIVE PLAYOUT DELAY With large initial playout delays, most packets will make their deadlines hence there will be slight loss;  Problem: in conversational services such as VoIP, long delays may become annoying and intolerable so playout delay should be minimized so as to decrease the loss percentage. So as to address the above problem, there should be an estimate of the network delay and the variance of the network delay. Sender’s silent periods should be condensed and elongated So as to estimate the network delay; the algorithm below is used by the receiver di = (1 – u) di–1 + u (ri – ti) Average network delay after ith packet fixed constant, e.g. 0.1 time received time sent (timestamp) end-to-end delay of ith packet MULTIMEDIA NETWORKING 31
  • 32. RECOVERING FROM PACKET LOSS Retransmitting lost packets may not be practical in a real-time conversational application such as VoIP and may not easily be accomplished on time for the conversation to remain understandable. VoIP applications use forward error correction (FEC) and interleaving to anticipate loss. FEC  Add redundant information to original packet stream which is used to reconstruct exact or approximate version of lost packet. Simple FEC  when a group on n chunks are sent, add redundant encoded chunk by exclusive OR-ing the n original chunks If a packet from a group of n + 1 packets is lost, the receiver is able reconstruct the lost packet.  Problem: If two or more packets in a group are lost, the receiver cannot reconstruct the lost packets. Transmission rate will be increased by a factor of 1/n if n + 1 group size is small. Play out delay increased because receiver has to wait for the whole group of packets to begin play out MULTIMEDIA NETWORKING 32
  • 33. RECOVERING FROM PACKET LOSS Another mechanism under FEC  send a lower-resolution audio stream as the redundant information. For example  Stream PCM encoding at 64 kbps (nominal stream) with low resolution audio, a GSM encoding at 13kbps) sender creates the nth packet when it takes nth chunk from the nominal stream and appends it to the (n – 1)st redundant chunk (low bit rate) Receiver conceals loss by playing out low bit rate chunk if nonconsecutive packet loss occurs. Low bit rate chunks give less quality than nominal chunks. MULTIMEDIA NETWORKING 33
  • 34. RECOVERING FROM PACKET LOSS Interleaving Before transmission, sender breaks down the audio parts and separates packets by a certain distance in stream.  This lowers the effects of packet loss because loss of packet results in smaller gaps in the reconstructed stream compared to if the gaps is large Error concealment  Produce replacement for lost packet that is similar to the original  Works because audio signals are usually almost the same in short term.  Works for small loss rates (less than 15 percent) and for small packets (4–40 msecs). Packet repetition can also be used for recovery from packet loss where lost packets are replaced with copies that arrive immediately before loss. MULTIMEDIA NETWORKING 34
  • 35. VoIP APPLICATION: SKYPE It’s a proprietary application  control and media packets are encrypted Sends audio and video packets over UDP but control packets are sent over TCP as well as media packets once UDP streams are blocked by firewalls. Uses FEC for packet loss recovery (voice and video streams) sent over UDP. Uses P2P where peers communicate with each other in real time.  Important for also determining user location Peers are organized into a hierarchical overlay network (super peer or an ordinary peer). Keeps an index that maps Skype usernames to current IP addresses (and port numbers)  Index is distributed over the super peers. MULTIMEDIA NETWORKING 35
  • 36. MULTIMEDIA NETWORKING PROTOCOLS There are some protocols that are used to support real time traffic over the internet. The following named protocols will be discussed: RTP (Real Time Protocol) RTCP (Real Time Control Protocol) SIP (Session Initiation protocol) RTSP (Real Time Streaming Protocol) MULTIMEDIA NETWORKING 36
  • 37. RTP This protocol is used for real time data transport, in this case video and audio. It specifies a standard packet format for delivering audio and video over IP networks. The Audio-Video Transport Working Group of the Internet Engineering Task Force (IETF) developed RTP and was first published in 1996 as RFC 1889 but this was later superseded by RFC 3550 in 2003. MULTIMEDIA NETWORKING 37
  • 38. RTP PROTOCOL COMPONENTS The following information is needed to send streaming data:  Timestamps (for synchronization),  Sequence numbers (for packet loss and reordering detection)  The payload format which indicates the encoded format of the data.  Frame Indication (this marks the beginning and end of each frame).  Source identification (identifies the originator of the frame) MULTIMEDIA NETWORKING 38
  • 39. RTP runs on UDP Cont’d MULTIMEDIA NETWORKING 39
  • 40. RTP Header Fields (Optional) MULTIMEDIA NETWORKING 40
  • 41. RTP – Time Stamp, Sequence Number and Source Identifier Sequence number field.  The sequence number field is 16 bits long. The sequence number increments by one for each RTP packet sent, and may be used by the Timestamp field.  The timestamp field is 32 bits long. It reflects the sampling instant of the first byte in the RTP data packet.  Timestamp clock rate for video is 90,000 Hz and the timestamp clock rate for audio 8000 Hz.  Synchronization source identifier (SSRC).  The SSRC field is 32 bits long. It identifies the source of the RTP stream. Typically, each stream in an RTP session has a distinct SSRC. MULTIMEDIA NETWORKING 41
  • 42. Why RTP can not use TCP TCP forces the receiver application to wait for retransmission(s) in case of packet loss, which causes large delays. TCP cannot support multicast.  TCP headers are larger than a UDP header (40 bytes for TCP compared to 8 bytes for UDP). TCP doesn’t contain the necessary timestamp and encoding information needed by the receiving application. MULTIMEDIA NETWORKING 42
  • 43. RTCP – Real Time Control Protocol RTP is a protocol that provides basic transport layer for real time applications but does not provide any mechanism for error and flow control, congestion control, quality feedback and synchronization. For that purpose the RTCP is added as a companion to RTP to provide end-to-end monitoring and data delivery, and QoS. RTCP is responsible for three main functions:  Feedback on performance of the application and the network  Correlation and synchronization of different media streams generated by the same sender (e.g. combined audio and video)  The way to convey the identity of sender for display on a user interface MULTIMEDIA NETWORKING 43
  • 44. RTCP Components  Quality of service (QoS)  Feedback: Includes the numbers of lost packets, round-trip time, and jitter, so that the sources can adjust their data rates accordingly; Session control: uses the RTCP BYE packet to allow participants to indicate that they are leaving a session; Identification, which includes a participant's name, e-mail address, and telephone number for the information of other participants; I Intermedia synchronization, which enables the synchronization of separately transmitted audio and video streams. MULTIMEDIA NETWORKING 44
  • 45. SIP – Session Initiation Protocol SIP is a text-based transaction protocol similar to HTTP. It uses commands (called methods) and responses. This lightweight protocol provides mechanisms that make it possible to make calls over an IP network. Peer-to-peer application protocol transported via UDP or TCP Designed to establish, modify and terminate stateful multimedia communication sessions/conferences/instant messaging …) MULTIMEDIA NETWORKING 45
  • 47. Setting up a call to a known IP Address MULTIMEDIA NETWORKING 47
  • 48. SIP Cont’d User Agent  User agent client (end-device, calling party)  User agent server (end-device, called party) SIP Proxy Server  An intermediary entity that acts as both a server and a client for the purpose of making requests on behalf of other clients. A proxy server primarily plays the role of routing, which means its job is to ensure that a request is sent to another entity "closer" to the targeted user. SIP Registrar  Maintains user’s whereabouts in location database (location service). It is a server that accepts REGISTER requests and places the information it receives in those requests into the location service for the domain it handles. MULTIMEDIA NETWORKING 48
  • 49. RTSP – Real Time Streaming Protocol This is protocol is used to enhance control in streaming media servers in the entertainment and communications industry. It provides “network remote control”. RTSP messages are sent out of band over port 544 Works with unicast and multicast RTSP doesn’t mandate encapsulation. Can be proprietary over UDP or TCP, or RTP (preferred) Clients of media servers issue VCR-like commands, such as play and pause, to facilitate real-time control of playback of media files from the server. MULTIMEDIA NETWORKING 49
  • 51. Network Support for Multimedia Observed how application-level mechanisms are used by multimedia applications to improve multimedia performance. Also learned how content distribution networks and P2P overlay networks provide a system-level approach for delivering multimedia content. Such techniques and approaches are all designed to be used in today’s besteffort Internet. Internet provides only a single, best-effort class of service. MULTIMEDIA NETWORKING 51
  • 52. Network Support for Multimedia There are three approaches  Making the best of best-effort service.  Differentiated service.  Per-connection Quality-of-Service (QoS) Guarantees. MULTIMEDIA NETWORKING 52
  • 53. Dimensioning Best-Effort Networks Approaches to improving the quality of networked multimedia Provide enough link capacity throughout the network  Such that network congestion, and its consequent packet delay and loss never occur  No queuing delay or loss. Drawbacks:  Bandwidth Provisioning. o How much capacity to provide at network links  Network Dimensioning o How to design a network topology MULTIMEDIA NETWORKING 53
  • 54. Providing Enough Capacity Issues to be addressed in order to predict application-level performance between two network end points;  Models of traffic demand between network end points.  Well-defined performance requirements.  Models to predict end-to-end performance for a given workload model, and techniques to find a minimal cost bandwidth allocation that will result in all user requirements being met. MULTIMEDIA NETWORKING 54
  • 55. Providing Multiple Classes of Service Simplest development to the one-size-fits-all best-effort service model is;  To divide traffic into classes,  Provide different levels of service to these different classes of traffic. motivating scenarios. H1 H2 H3 R1 R1 output interface queue R2 1.5 Mbps link MULTIMEDIA NETWORKING H4 55
  • 56. Scenario 1: mixed HTTP and VoIP Example: 1Mbps VoIP, HTTP share 1.5 Mbps link.  HTTP bursts can congest router, cause audio loss  In the best-effort Internet-transmitted in a first-in-first-out (FIFO) order  How should we solve this potential problem?  want to give priority to audio over HTTP R1 R2 Insight 1: Packet marking allows a router to distinguish among packets belonging to different classes of traffic . MULTIMEDIA NETWORKING 56
  • 57. Scenario 1: Mixed HTTP and VoIP Suppose: Router is configured to give priority to packets marked as belonging to the 1 Mbps audio application. What happens if the audio application starts sending packets at a rate of 1.5 Mbps or higher? Similarly; If multiple applications (for example, multiple audio calls), were sharing the link’s bandwidth; they too could collectively starve the FTP session. Ideally; Need a degree of isolation among classes of traffic so that one class of traffic can be protected from the other. Insight 2: It is desirable to provide a degree of traffic isolation among classes so that one class is not adversely affected by another class of traffic that misbehaves. MULTIMEDIA NETWORKING 57
  • 58. Traffic isolation Mechanisms Traffic policing  Policing mechanism ensures that these criteria are indeed observed.  Policed application misbehaves-policing mechanism takes some action.  Traffic entering the network conforms to the criteria. Marking & Policing - network edge 1 Mbps phone R1 R2 1.5 Mbps link packet marking and policing MULTIMEDIA NETWORKING 58
  • 59. Traffic isolation Mechanisms; Cont. Link-level packet-scheduling  Explicitly allocate a fixed amount of link bandwidth to each class A class only uses the amount of bandwidth that has been allocated Wastes bandwidth 1 Mbps phone 1 Mbps logical link R1 R2 1.5 Mbps link 0.5 Mbps logical link Insight 3: While providing isolation among classes or flows, it is desirable to use resources (for example, link bandwidth and buffers) as efficiently as possible. MULTIMEDIA NETWORKING 59
  • 60. Scheduling Mechanisms Link-scheduling discipline is the manner in which queued packets are selected for transmission on the link. First-In-First-Out (FIFO) o Packets are send in order of arrival to queue.  Packet-discarding policy:  If there is not space for the arriving packets, determines whether; o the packet will be dropped (lost) - tail drop o other packets will be removed from the queue to make space for the arriving packet ◦ priority: drop/remove on priority basis ◦ random: drop/remove randomly packet arrivals queue (waiting area) link (server) MULTIMEDIA NETWORKING packet departures 60
  • 61. Scheduling Mechanisms: cont. Priority Queuing  Packets arriving at the output link are classified into priority classes at the output queue.  Packet’s priority depends: o Explicit marking ,destination IP address or destination port number.  Each priority class typically has its own queue.  Choosing a packet to transmit, from the highest priority class  The choice among packets in the same priority class is typically done in a FIFO manner 2 high priority queue (waiting area) 1 5 4 3 arrivals arrivals departures packet in service classify low priority queue (waiting area) link (server) 1 4 2 3 5 departures 1 MULTIMEDIA NETWORKING 3 2 4 5 61
  • 62. Scheduling Mechanisms: Cont. Round Robin  Packets are sorted into classes as with priority queuing.  Round Robin scheduler alternates service among the classes.  A work-conserving queuing discipline will never allow the link to remain idle whenever there are packets (of any class) queued for transmission. 2 1 5 4 3 arrivals packet in service 1 2 3 4 5 departures 1 3 3 4 MULTIMEDIA NETWORKING 5 62
  • 64. Policing Mechanisms -The Leaky Bucket MULTIMEDIA NETWORKING 64
  • 65. The Leaky Bucket - Implementation Before a packet is transmitted into the network, it must first remove a token from the token bucket. If the token bucket is empty, the packet must wait for a token. The maximum burst size for a leaky-bucket policed flow is b packets. The token generation rate is r The maximum number of packets that can enter the network of any interval of time of length t is rt + b. MULTIMEDIA NETWORKING 65
  • 66. Diffserv Provides service differentiation The ability to handle different classes of traffic in different ways within the Internet in a scalable manner. Need for scalability arises from:  The fact that millions of simultaneous source-destination traffic flows may be present at a backbone router. The Diffserv architecture consists of two sets of functional elements: Edge functions: packet classification and traffic conditioning. At the incoming edge of the network arriving packets are marked. Marks packets as in-profile and out-profile Core function: forwarding. DS-marked packet arrives at a Diffserv MULTIMEDIA NETWORKING capable router, 66
  • 67. Diffserv Architecture  The packet is forwarded onto its next hop according to the per-hop behavior (PHB) associated with that packet’s class.  Buffering and scheduling based on marking at edge.  Preference given to in-profile packets over out-of-profile packets MULTIMEDIA NETWORKING 67
  • 68. PHB - Per-Hop Behavior Key component of the Diffserv architecture PHB is a description of the externally observable forwarding behavior of a Diffserv node applied to a particular Diffserv behavior aggregate” Important considerations embedded within:  A PHB can result in different classes of traffic receiving different performance/behaviors  It does not mandate any particular mechanism for achieving these behaviors.  Differences in performance must be observable and hence measurable. Two PHBs have been defined: Expedited forwarding • PHB specifies that the departure rate of a class of traffic from a router must equal or exceed a configured rate. Assured forwarding • Divides traffic into four classes, where each AF class is guaranteed to be provided with some minimum amount of bandwidth and buffering. MULTIMEDIA NETWORKING 68
  • 69. Per-Connection (QoS) Guarantees 1 Mbps phone 1 Mbps phone R1 R2 1.5 Mbps link MULTIMEDIA NETWORKING 69
  • 70. Per-Connection (QoS) Guarantees: Cont. If a call is to be guaranteed a given quality of service once it begins, The Network mechanisms and protocols needed are: Resource reservation. Process to guarantee that a call will have the resources (link bandwidth, buffers) needed to meet its desired QoS is to explicitly allocate those resources to the call. Call admission. If resources are to be reserved, then the network must have a mechanism for calls to request and reserve resources. Call setup signaling. The call admission process described requires that a call be able to reserve sufficient resources at each and every network router on its sourceto-destination path to ensure that its end-to-end QoS requirement is met. MULTIMEDIA NETWORKING 70
  • 71. The End THANK YOU FOR LISTENING MULTIMEDIA NETWORKING 71

Notas do Editor

  1. Insight 3: While providing isolation among classes or flows, it is desirable to use resources (for example, link bandwidth and buffers) as efficiently as possible.