Acronym Definition
MEUV Main Electronics Unit Video
MEUV Marine Expeditionary Unit Vision
MEUV Maximum Expected Utility View
MEUV Memory Expansion Unit View
MEUV Mission Essential Unit Vehicle
MEUV Mobile Expansion Unit Vehicle
MEUV Modern English Usage View
MEUV Multibay Expansion Unit View
MEUV Maintenance Exclusive Use Vehicle
MEUV Maximum Extreme Ultraviolet
MEUV Multimedia End-User Video
MEUV Le MEUV
Streaming media is multimedia that is continuously received by, and normally
displayed to, the end-user while it is being delivered by the provider. The name
refers to the delivery method of the medium rather than to the medium itself.
The distinction is usually applied to media that are distributed over
telecommunications networks, as most other delivery systems are either
inherently streaming (e.g. radio, television) or inherently non-streaming (e.g.
books, video cassettes, audio CDs). The verb 'to stream' is also derived from
this term, meaning to deliver media in this manner.
History
Attempts to display media on computers date back to the earliest days of
computing, in the mid-20th century. However, little progress was made for
several decades, due primarily to the high cost and limited capabilities of
computer hardware.
Academic experiments in the 1970s proved out the basic concepts and feasibility
of streaming media on computers.
During the late 1980s, consumer-grade computers became powerful enough to
display various media. The primary technical issues with streaming were:
having enough CPU power and bus bandwidth to support the required data rates
creating low-latency interrupt paths in the OS to prevent buffer underrun
However, computer networks were still limited, and media was usually delivered
over non-streaming channels, such as CD-ROMs.
The late 1990s saw:
greater network bandwidth, especially in the last mile
increased access to networks, especially the Internet
use of standard protocols and formats, such as TCP/IP, HTTP, and HTML
commercialization of the Internet
These advances in computer networking combined with powerful home computers and
modern operating systems made streaming media practical and affordable for
ordinary consumers. Stand-alone Internet radio devices are offering listeners a
"no-computer" option for listening to audio streams.
In general, multimedia content is large, so media storage and transmission costs
are still significant; to offset this somewhat, media are generally compressed
for both storage and streaming.
A media stream can be on demand or live. On demand streams are stored on a
server for a long period of time, and are available to be transmitted at a
user's request. Live streams are only available at one particular time, as in a
video stream of a live sporting event.
Research in streaming media is ongoing and representative research can be found
at the Journal of Multimedia.
Streaming bandwidth and storage
Streaming media storage size (in the common file system measurements megabytes,
gigabytes, terabytes, and so on) is calculated from streaming bandwidth and
length of the media with the following formula (for a single user and file):
storage size (in megabytes) = length (in seconds) · bit rate (in kbit/s) /
8,388.608
(since 1 megabyte = 8 * 1,048,576 bits = 8,388.608 kilobits)
Real world example:
One hour of video encoded at 300 kbit/s (this is a typical broadband video for
2005 and it's usually encoded in a 320×240 pixels window size) will be:
(3,600 s · 300 kbit/s) / 8,388.608 = 128.7 MiB of storage
If the file is stored on a server for on-demand streaming and this stream is
viewed by 1,000 people using a Unicast protocol, you would need
300 kbit/s · 1,000 = 300,000 kbit/s = 300 Mbit/s of bandwidth
This is equivalent to 125.73 GiB per hour. Of course, using a Multicast protocol
the server sends out only a single stream that is common to all users. Hence,
such a stream would only use 300 kbit/s of bandwidth. See below for more
information on these protocols.
Protocol issues
Designing a network protocol to support streaming media raises many issues.
Datagram protocols, such as the User Datagram Protocol (UDP), send the media
stream as a series of small packets. This is simple and efficient; however,
packets are liable to be lost or corrupted in transit. Depending on the protocol
and the extent of the loss, the client may be able to recover the data with
error correction techniques, may interpolate over the missing data, or may
suffer a dropout.
The Real-time Streaming Protocol (RTSP), Real-time Transport Protocol (RTP) and
the Real-time Transport Control Protocol (RTCP) were specifically designed to
stream media over networks. The latter two are built on top of UDP.
Reliable protocols, such as the Transmission Control Protocol (TCP), guarantee
correct delivery of each bit in the media stream. However, they accomplish this
with a system of timeouts and retries, which makes them more complex to
implement. It also means that when there is data loss on the network, the media
stream stalls while the protocol handlers detect the loss and retransmit the
missing data. Clients can minimize the effect of this by buffering data for
display.
Another issue is that firewalls are more likely to block UDP-based protocols
than TCP-based protocols. [citation needed]Unicast protocols send a separate
copy of the media stream from the server to each client. This is simple, but can
lead to massive duplication of data on the network. Multicast protocols
undertake to send only one copy of the media stream over any given network
connection, i.e. along the path between any two network routers. This is a more
efficient use of network capacity, but it is much more complex to
implement.[citation needed]
Furthermore, the most prominent of multicast protocols, IP Multicast, must be
implemented in all nodes between server and client including network routers. As
of 2005, most routers on the Internet however do not support IP Multicast, and
many firewalls block it.[citation needed] IP Multicast is most practical for
organizations that run their own networks, such as universities and
corporations. Since they buy their own routers and run their own network links,
they can decide if the cost and effort of supporting IP Multicast is justified
by the resulting bandwidth savings.
Peer-to-peer (P2P) protocols arrange for media to be sent from clients that
already have them to clients that do not. This prevents the server and its
network connections from becoming a bottleneck. However, it raises technical,
performance, quality, business, and legal issues.
Newer camcorders stream video to a computer over a FireWire connection. This
uses a system of time-based reservations to ensure throughput, and can be
received by multiple clients at once.[citation needed]
Widespread deployment of streaming media raises scaling and Quality of Service
issues. Testing service deployments is a significant problem. Vendors offer
equipment to test streaming services across a number of test domains including
Scalability, Quality of Service, Quality of experience, and protocol
conformance.[citation needed]
Social and legal issues
Some streaming broadcasters use streaming systems that interfere with the
ability to record streams for later playback, either inadvertently, through poor
choice of streaming protocol, or deliberately, because they believe it is to
their advantage to do so. Broadcasters may be concerned that copies will result
in lost sales or that consumers may skip commercials. Whether users have the
ability and the right to record streams has become a significant issue in the
application of law to cyberspace.
In principle, there is no way to prevent a user from recording a media stream
that has been delivered to their computer. Thus, the efforts of broadcasters to
prevent this consist of making it inconvenient, or illegal, or both.
Plus, using DRM (Digital Rights Management) technologies recording the bits that
came through can give some control of the reproductions or plays, so if you have
a file created to a streaming capture, you will need a license or key to unblock
/ decrypt the content.
Broadcasters can make it inconvenient to record a stream, for example, by using
unpublished data formats or by encrypting the stream. Of course, data formats
can be reverse engineered, and encrypted streams must be decrypted with a key
that resides—somewhere—on the consumer's computer, so these measures are
security through obscurity, at best.
Efforts to make it illegal to record a stream may rely on copyrights, patents,
license agreements, or—in the United States—the DMCA.

Are you interested in
mult-player online internet games? Such as runescape and neopets?Internet
Game Online-games, tips, cheats and kids forumsAnother
good forum is the Internet Junction For Gamers IJFG.COM
Internet Junction For Gamers, Runescape Market and
More IJFG.COM Jokes, Pranks, Runescape and other cool games at IJFG.COM.
RuneScape is set in a medieval fantasy world, similar to "Guild Wars" or
"EverQuest", where players control character representations of themselves. As
with most massive multiplayer online roleplaying games (MMORPG), there is no
overall objective or end to the game. Players explore, form alliances, perform
optional tasks, and complete quests for rewards and to build character's skills.

RuneScape has often been one of
the top massive online role playing games. It is a unique game. But, with a
unique game, comes unique players. Players get bored, and then try to develop
cheats....autos or bots that will help them achieve success in their beloved
games of Runescape 2.
RuneScape is a virtual world which
is divided into two part: Members Areas and Non-Members areas. People who pay to
play (p2p), receive access to the special areas. They also have access to the
free areas. The members' places are much larger, offer "better" items for the
gameplay of rs2, and much, much more. The character that you create when you
first start playing runescape, moves around the game on foot; either by running,
or walking. Players are challenged to their utmost skills by fighting new
monsters, completing difficult quests, and manipulating marketing. As Runescape
2 is an RPG (Role playing game), there is no set path a person must take to play
rs. They can choose what to do, and when, whether it be training their
money-making skills, or fighting another player. Players usually interact with
each other by chatting through public chat, or private chat.Internet
Junction For Gamers, Runescape Market and More IJFG.COM IJFG.com was a
runescape 2 based site. They have now, however, taken another look....
Of course the king of all game
cheating websites is
trick
the trik (otherwise known as RPG Cheats Site), where you can find cheat
forums, mmorpg topsite, arcade games and any mmo game related topics.
The master of massive multiplayer
online role-playing games (MMORPG) cheats can be found at Trik.com
Trik.com; this site is one of the best today. The forum section,
Trik.com forum, originally came from IJFG.com (Internet Junction For
Gamers) , which was one of the best websites that discussed various gamers'
issues. The full name was Internet Junction For Gamers, Runescape Market and
More. This site had Jokes, Pranks, RuneScape and other cool games. RuneScape is
set in a medieval fantasy world, similar to "Guild Wars" or "EverQuest," where
players control character representations of themselves. As with most MMORPG,
there is no overall objective or end to the game. Players explore, form
alliances, perform optional tasks, and complete quests for rewards and to build
characters' skills.
Trik.com continues IJFG.com's
success, but Trik.com has more to offer. Trik Topsite can be found at
Trik Topsite; the TopSite is a great addition if you want to find the best
MMO RPG site(s) or raise your site in the rankings. Trik.com also has a
viciously competitive Arcade. If you want to be the #1 Arcade on Trik, then come
prove yourself at Trik.com arcade:
Trik arcade. Trik.com ?Trik.com/topsite ?Trik.com/forum/arcade.php
With the rising popularity of
commercial MMORPG games came the desire from ardent players of these games to
run their own servers beside the ones run by the game's creator. Since the
original server software is not usually available, the behavior of the server
has to be re-engineered. This can be done by analyzing the data stream with the
original server, or by disassembling and analyzing the client which is
available.
Ultima Online was one of the first
large MMORPGs. Due to its openness in implementation, server emulators arose
very quickly, even during the beta stage of development. The destination to
which the client connects was changeable by simply editing a text file. In beta
stage the client-server data stream was not encrypted yet. The term server
emulator became known through Ultima Online server reimplementation such as UOX,
which was the pioneer. Many forks and reimplementations followed UOX, because
its source code was released under the GNU General Public License relatively
early. RunUO is today the most widely used UO-server emulator. After RuneScape
implemented anti-cheating measures, many gamers left and started their own
private servers. The best place to discuss the private server is at
Trik- The Master of Private Server.
Another useful site is
Rune
Web ruwb.com . This site is about more serious RuneScape gold trading,
account exchange, gold for real life cash and many services. It includes tips on
how to avoid getting lured/scammed while using the marketplace. For programming,
visual basics, java, C/C++, scar and all other languages such as PHP, HTML, ASP,
Delphi. There are also sections for graphics talents, plus many cool videos and
fun stuff.
A defining moment in internet
gaming history was when a group of gamers called (hygo 7) decided to start an
ultimate game forum, which they named
hygo.com. It has the best financial backing, the friendliest game community,
and the highest quality of information. Currently Hygo.com has entered a new
phase...Hygo.com is offering the best private server game. With thousands of
members, Hygo.com is your next place to visit, as they have an amazing game with
a community and economy.
Hygo.com - The Online Adventure Game. is definitely one of the top sites you
want to join right now!

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