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Chapter 20: Multimedia Systems

- This chapter discusses multimedia systems and the requirements for delivering continuous media like audio and video. It covers compression techniques, operating system issues, and scheduling algorithms for CPUs, disks, and networks. - Key aspects of multimedia systems include large file sizes, high data rate requirements, and sensitivity to timing delays. Compression standards like MPEG are used to reduce file sizes. Operating systems must provide quality of service guarantees for timing and throughput. - Real-time streaming protocols allow operating systems to guarantee deadlines for disk and network access. Admission control algorithms only allow new streams if sufficient resources exist to meet quality of service requirements.

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0% found this document useful (0 votes)
176 views

Chapter 20: Multimedia Systems

- This chapter discusses multimedia systems and the requirements for delivering continuous media like audio and video. It covers compression techniques, operating system issues, and scheduling algorithms for CPUs, disks, and networks. - Key aspects of multimedia systems include large file sizes, high data rate requirements, and sensitivity to timing delays. Compression standards like MPEG are used to reduce file sizes. Operating systems must provide quality of service guarantees for timing and throughput. - Real-time streaming protocols allow operating systems to guarantee deadlines for disk and network access. Admission control algorithms only allow new streams if sufficient resources exist to meet quality of service requirements.

Uploaded by

rockin_ravi_vit
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

Chapter 20: Multimedia

Systems
Chapter 20: Multimedia
Systems
• What is Multimedia
• Compression Techniques
• Requirements of Multimedia Kernels
• CPU Scheduling
• Disk Scheduling
• Network Management
• An Example: Cineblitz
Objectives

• To identify the characteristics of


multimedia data
• To examine several algorithms used
to compress multimedia data
• To explore the operating system
requirements of multimedia data,
including CPU and disk scheduling
and network management
What is Multimedia?

• Multimedia data includes


- audio and video clips (i.e. MP3 and
MPEG files)
- live webcasts

• Multimedia data may be delivered to

- desktop PC’s
- handheld devices (PDAs, smart phones
Media Delivery
• Multimedia data is stored in the file system like
othe ordinary data.
• However, multimedia data must be accessed
with specific timing requirements.
• For example, video must be displayed at 24-30
frames per second. Multimedia video data must
be delivered at a rate which guarantees 24-30
frames/second.
• Continuous-media data is data with specific
rate requirements.
Streaming

• Streaming is delivering a multimedia file


from a server to a client - typically the
deliver occurs over a network connection.
• There are two different types of
streaming:
1. Progressive download - the client
begins playback of the multimedia file as it
is delivered. The file is ultimately stored
on the client computer.
Real-time Streaming
• There are two types of real-time streaming:

(1) Live streaming - used to deliver a live


event while it is occurring.

(2) On-demand streaming - used to deliver


media streams such as movies, archived
lectures, etc. The events are not delivered in
real-time.
Multimedia Systems
Characteristics
• Multimedia files can be quite large.

• Continuous media data may require very


high data rates.

• Multimedia applications may be sensitive


to timing delays during playback of the
media.
Compression

• Because of the size and rate requirements


of multimedia systems, multimedia files
are often compressed into a smaller form.
• MPEG Compression:
(1) MPEG-1 - 352 X 240 @ 30
frames/second

(2) MPEG-2 - Used for compressing DVD


and high-definition television (HDTV)
Operating Systems Issues
• The operating system must guarantee
the specific data rate and timing
requirements of continuous media.

• Such requirements are known as


Quality-of-Service (QoS) guarantees.
QoS Guarantees

• Guaranteeing QoS has the following


effects in a computer system:
(1) CPU processing

(2) Scheduling

(3) File systems

(4) Network protocols


Requirement of Multimedia
Operating Systems
• There are three levels of QoS

(1) Best-effort service - the system makes a


best effort with no QoS guarantees.

(2) Soft QoS - allows different traffic streams


to be prioritized, however no QoS guarantees
are made.

(3) Hard QoS - the QoS rquirements are


guaranteed.
Parameters Defining QoS

• Throughput - the total amount of work


completed during a specific time interval.

• Delay - the elapsed time from when a


request is first submitted to when the
desired result is produced.

• Jitter - the delays that occur during


playback of a stream.
Further QoS Issues

• QoS may be negotiated between the


client and server.
• Operating systems often use an
admission control algorithm that admits
a request for a service only if the server
has sufficient resources to satisfy the
request.
Figure 20.1
Resources on a file server
CPU Scheduling
• Multimedia systems require hard
realtime scheduling to ensure critical
tasks will be serviced within timing
deadlines.

• Most hard realtime CPU scheduling


algorithms assign realtime processes
static priorities that do not change over
time.
Disk Scheduling

• Disk scheduling algorithms must be


optimized to meet the timing deadlines
and rate requirements of continuous
media.

• Earliest-Deadline-First (EDF) Scheduling

• SCAN-EDF Scheduling
Disk Scheduling (cont)

• The EDF scheduler uses a queue to order


requests according to the time it must be
completed (its deadline.)

• SCAN-EDF scheduling is similar to EDF


except that requests with the same
deadline are ordered according to a SCAN
policy.
Deadline and cylinder requests
for SCAN-EDF scheduling
Network Management
• Three general methods for delivering content from a
server to a client across a network:

(1) Unicasting - the server delivers the content to a


single client.

(2) Broadcasting - the server delivers the content to all


clients, regardless whether they want the content or not.

(3) Multicasting - the server delivers the content to a


group of receivers who indicate they wish to receive the
content.
RealTime Streaming Protocol
(RTSP)
• Standard HTTP is stateless whereby the
server does not maintain the status of
its connection with the client.
Figure 20.1
Streaming media from a
conventional web server
Figure 20.3
Realtime Streaming Protocol
RTSP States
• SETUP - the server allocates resources for a
client session.

• PLAY - the server delivers a stream to a client


session.

• PAUSE - the server suspends delivery of a


stream.

• TEARDOWN - the server breaks down the


connection and releases the resources
allocated for the session.
Figure 20.4
RTSP state machine
CineBlitz Multimedia Server

• CineBlitz supports both realtime and non-


realtime clients.

• CineBlitz provides hard QoS guarantees to


realtime clients using an admission control
algorithm.

• The disk scheduler orders requests using


C-SCAN order.
CineBlitz Admission Controller
• Total buffer space required for N
clients where client has rate
requirement of ri
Figure 20.05
Double buffering in CineBlitz
CineBlitz Admission Controller
(cont)
• If tseek and trot are the worst-case seek
and rotational delay times, the maximum
latency for servicing N requests is
CineBlitz Admission Controller
(cont)
• The CineBlitz admission controller only
admits a new client if there is at least 2 X
T X ri bits of free buffer space and the
following equation is satisfied
In.20.1
Exercise 20.10
End of Chapter 20

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